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Staredit Network -> UMS Assistance -> Higher Score Detection
Report, edit, etc...Posted by Diggidoyo on 2006-02-06 at 07:56:42
I know about the "highest score" condition but I was wondering if there was any way to detect which player had the higher score.

For instance:

Player 1 - 15 points
Player 2 - 20 points
Player 3 - 25 points

Now I want players 1 and 2 to fight, and player 2 to win becuase he has more points. But using the "highest score" condition will not make either one win, becuase player 3 has the highest score.

Any ideas?
Report, edit, etc...Posted by Kumano on 2006-02-06 at 08:04:01
Well, I would remove player 3s score and make it a death counter or something if it needs to be returned afterwards, and then you can detect that player 2 has the most score.
Report, edit, etc...Posted by Diggidoyo on 2006-02-06 at 12:47:48
Wont that take a little time for the death score to count up while the score counts down and then vice versa? Or is there a faster way?

For my map the scores will constantly be changing, and then there will be an isntantaneous fight. There are 4 players and I need a way for someone to win if they battle someone with less points then them.

ADDITION:
QUOTE(Kumano @ Feb 6 2006, 07:04 AM)
Well, I would remove player 3s score and make it a death counter or something if it needs to be returned afterwards, and then you can detect that player 2 has the most score.
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Well, if no one can give me a better alternative I'll just take your advice and reset player 3 and 4's scores back to 0. I'm going to test it out but I don't think it will affect the gameplay too much.
Report, edit, etc...Posted by Red2Blue on 2006-02-06 at 15:14:08


Create a burrowed unit for each player at one location (if you want them to be invisible use a computer player with each a different type of ground unit).

Simply use the control condition with "most" in it at location and move it to corosponding boxes in different locations.

[Most]
[---]
[---]
[---]
[Least]

After that you have the listings.

Whatever now....

Make the units fight each other! Omg!
Use a 2 location mobile grid and center locations on until two players are found. make them fight. move all the units back to the one location and repeat to re-find the stuff.
Report, edit, etc...Posted by nimadude on 2006-02-06 at 17:56:31
You could use highest score condition. For first place, find highest score, then set that players score to 0, and go to the next highest score and so on smile.gif

If the score continually progresses throughout the game, when setting it to 0, convert it to minerals or gas by using a trigger that subtracts 1 score and adds 1 gas constantly, then when all the final places are determined, re-convert the mineral to the score smile.gif
Report, edit, etc...Posted by Red2Blue on 2006-02-07 at 02:08:39
Yea, I was using a system that does not strain on the scoreboards or custom score. Gives you some room to play around with that kind of stuff.
Report, edit, etc...Posted by in_a_biskit on 2006-02-07 at 05:03:47
How exactly does your suggested system work, R2B? Players 1-4 have a burrowed zergling at 'Location 0'. So all 4 players satisfy 'command the most zerglings at location 0'; and we don't know anything about their relative scores...?

Kumano/nimadude's method will work - you can make it faster by using a 'binary counter' system or by simply copying the deaths<->score conversion triggers many times.

Another similar method for comparing two scores is to count both of them into a death counter until one of them is 0 (and the other is positive) - then the positive one is bigger (and you can then give them back their old scores).
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