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Staredit Network -> UMS Assistance -> [SOLVED] Editting amount of kills
Report, edit, etc...Posted by Azu on 2006-02-06 at 03:44:33
I know how to edit kill score what I don't know how to do is edit the amount of kills

I want to make a trigger like this:


Trigger
Description:
Perfect kills to cash
Players:
¤ All players
Conditions:
¤ Current player kills at least 1 any unit
Actions:
¤ Subtract one kill for current player
¤ Add 1 mineral for current player
¤ Preserve trigger


But I can't find a trigger option to modify the kill count, only the kill SCORE

So.. how do I do this??
Report, edit, etc...Posted by Fwop_ on 2006-02-06 at 03:46:24
You can't modify kill score, and if the method you want to use is the one in the trigger, why do you not just use kill score?
Report, edit, etc...Posted by Azu on 2006-02-06 at 03:52:35
Because not all units have exactly the same kill score

I just want to know how to adjust the kill count, I can't figure out how. I've tried a long time but can't figure out how. x_X
Report, edit, etc...Posted by Fwop_ on 2006-02-06 at 04:04:26
You can't adjust kill count. What you could do, but not so accurate, is detect kill score for each time the player killed a specific unit, and give them the rewards accordingly. This would only work well with hyper triggers.

Or you could use the kills to cash perfect method. Kills to Cash Perfect

It's more of your choice. Either way is kind of good.
Report, edit, etc...Posted by Azu on 2006-02-06 at 04:08:56
QUOTE(Fwop_ @ Feb 6 2006, 02:04 AM)
You can't adjust kill count.  What you could do, but not so accurate, is detect kill score for each time the player killed a specific unit, and give them the rewards accordingly.  This would only work well with hyper triggers.

Or you could use the kills to cash perfect method.  Kills to Cash Perfect

It's more of your choice.  Either way is kind of good.
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The thing is, my idea will work with only ONE trigger and will run a lot faster.

Why didn't blizzardput in a kill count edit trigger? And why don't they put one in?

...

And also "Kills to Cash Perfect" is everything BUT perfect! You can't even have 8 players if you use it! = fark that crap
Report, edit, etc...Posted by Fwop_ on 2006-02-06 at 04:15:06
QUOTE(Azu @ Feb 6 2006, 03:08 AM)
The thing is, my idea will work with only ONE trigger and will run a lot faster.

Why didn't blizzardput in a kill count edit trigger? And why don't they put one in?
[right][snapback]421421[/snapback][/right]


It only works once, because when you kill 1 of any unit, you will always have killed only 1 unit, so it will just repeat itself, until you kill another unit.

I don't think Blizzard is going to take their time to change and edit the Starcraft Editor.

QUOTE(Azu @ Feb 6 2006, 03:08 AM)
And also "Kills to Cash Perfect" is everything BUT perfect! You can't even have 8 players if you use it! = fark that crap
[right][snapback]421421[/snapback][/right]


The only maps I can think of that would need all 8 players killing things would be a mass type game, in which case you can just detect if the player(s) has a kill score greater than one. If it is greater, then you check if the player killed a unit and still reset the score. Kills to Cash Just go there, it should be a little more help.
Report, edit, etc...Posted by Azu on 2006-02-06 at 04:26:20
Detecting with skill score doesn't work accurately because all units give differant amounts of kill scores.

Making a seperate trigger for each unit is impractical, slow, makes the map bigger then it needs to be, etc.

And making a non-preserved trigger for each time reach a pre-defined number of kills is VERY impractical, wastes a shizload of space and makes the map way bigger then it needs to be.

Why the fark isn't there a way to adjust the damn kill count? THIS SUCKS ASS

ADDITION:
Oh and FYI this IS for a mass type game I am making.
Report, edit, etc...Posted by Fwop_ on 2006-02-06 at 04:29:06
Since it's a mass, just detect when kill score is over 1, and if it is, set it to 0 and add a mineral. On mass games, the amount of minerals you get per kill shouldn't make too much of a difference.
Report, edit, etc...Posted by Azu on 2006-02-06 at 05:32:37
But what if more then 1 unit dies at once.. would it become inaccurate..?

Is there a way to make triggers faster then even hyper triggers..?

ADDITION:
Quantum triggers maybe? confused.gif
Report, edit, etc...Posted by Fwop_ on 2006-02-06 at 05:35:12
If someone could find a way to cycle through triggers faster than hyper triggers, that would be the day.

If two units died at the same time every ten units died separately, I do not think the player or anyone else would really care.
Report, edit, etc...Posted by Azu on 2006-02-06 at 05:41:20
Okay.. thank you for answering all my questions so well..

I have one more question though: What happens if I put in more hyper triggers?

More hyper trigger = faster trigger?
What if I make 100 hyper trigger?
Report, edit, etc...Posted by in_a_biskit on 2006-02-06 at 07:40:19
You can't get faster hypertriggers. Sorry. (If anything, more triggers --> more lag --> slower trigger cycles tongue.gif)
Report, edit, etc...Posted by Azu on 2006-02-06 at 09:05:33
So should only have 1 hyper trigger? confused.gif
Report, edit, etc...Posted by Fwop_ on 2006-02-06 at 12:05:36
You should have at least 3 hyper triggers, so you don't run into the next ending occurence. Which is when the triggers run at the normal speed. So one hyper trigger wouldn't help, it would make things worse.
Report, edit, etc...Posted by Azu on 2006-02-07 at 01:20:36
So what is the perfect number of hyper triggers? 1? 2? 3? 4? 5? 6?
Report, edit, etc...Posted by Staredit.Net Essence on 2006-02-07 at 01:44:22
2 lol
Report, edit, etc...Posted by Kenoli on 2006-02-07 at 11:21:22
Hyper Triggers [Conceptual]
Report, edit, etc...Posted by LegacyWeapon on 2006-02-07 at 18:42:23
QUOTE(Azu @ Feb 7 2006, 01:20 AM)
So what is the perfect number of hyper triggers? 1? 2? 3? 4? 5? 6?
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3 if your map will never extend beyond 5 hours (almost all maps).
4 if your map will never extend beyond 2 weeks (definately all maps).

>Solved.
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