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Staredit Network -> UMS Assistance -> Kill Points
Report, edit, etc...Posted by TheTikiTony on 2006-03-15 at 15:55:59
Ok, some I'm doing an Open RPG and I have a trigger method for converting kills into minerals, so that bigger units = bigger cash income. According to a couple tutorials and threads on different sites, each unit you kill awards a different kill point amount. So can anyone direct me to or list for me the kill points for each unit?

Edit: Nevermind, I found an even better combination.

Trigger
Description:
Minerals for kills : Marine
Players:
¤ Person Killing
Conditions:
¤ Foes has suffered at least 1 deaths of Marine
Actions:
¤ Modify Death count for foes: Subtract 1 for Marine
¤ Modify resources for current player: Add 10 minerals
¤ Preserve Trigger


I can't believe it, this works greaet biggrin.gif Set up different triggers and switch the minerals and unit around. It counts all kills and will continually give you minerals until all the men you have killed are accounted for.
Report, edit, etc...Posted by Urmom(U) on 2006-03-15 at 16:03:29
http://www.staredit.net/index.php?tutorial=108
We have tutorials for everything! (for real)

Next time, check the tutorials database.
Report, edit, etc...Posted by flipmonkey on 2006-03-15 at 16:10:01
As you can see here each Units/building as its own type of kill score.

http://www.staredit.net/index.php?tutorial=108

Using that score you make a trigger like this:

Condtion
Current players kill score it at least 100

Action
Modify current player kill score subtract 100
Add # minerals for current player
preserve trigger

Since each units has it own kill score, you can accumalte more minerals kills a higher stronger units. Change the kill score if u like, I picked 100 since all the units have a multiply of 100 or 25 its up to you.
Report, edit, etc...Posted by Urmom(U) on 2006-03-15 at 17:24:00
TheTikiTony, the trigger you posted will affect all players that run the trigger. If you want individual money for players, then you have to do kill score. So say:

For the method you posted, if players 1-4 have the trigger and one of the players kill a marine, all of the players will get the minerals.

For the kill score method, only the player that got the kill will get money.
Report, edit, etc...Posted by fritfrat(U) on 2006-03-15 at 19:14:49
Tony, the triggers you mentioned may have multiplayer issues. When multiple players in a force both have the same foe, they may all (or the wrong player) receive the money for the kill. Just check out the kills->cash tutorials is my suggestion.
Report, edit, etc...Posted by sharf on 2006-03-15 at 19:34:03
omg everone thinks this is so hard.


ok now tony's way should work but as soem insurance i do this:

null
Trigger
Players:
¤ player1
Conditions:
¤ Player1's kill score is atleast 1
¤ Player8(computer) has suffered is atleast 1 death of rine
Actions:
¤ set killscore for player1 to 0
¤ set deaths for player8 subtract 1 for rines
¤ preserve trigger

now you all say if players kill at the same time they will mess up well you make a different one for each player! p2 has same trigger just with his own stuff instead of like all players or a force
Report, edit, etc...Posted by flipmonkey on 2006-03-15 at 20:51:20
Ok since im done with tennis practice let me explain to you how this will work even when u kill 1 men at the same time.

Here is the trigger:
Trigger
Players:
¤ Force #
Conditions:
¤ Current player kill score is at least 100
Actions:
¤ Subtract 100 kill score for current player
¤ Modify resources for current player: Add 10 minerals
¤ Preserve Trigger



Ok since each units has its own kill score it will make this trigger alot eaiser, giving you a different reward for each unit.

Say you kill a marine, a marine kill score is 100, so every time you kill a marine you get 10 minerals. When a different unit is kill such as a Goliath with 400 kill score it will give you 40 minerals.

The trigger above will always be true as long as the current players kill score is above 100. Even if you kill 2 different types of units, marine and a goliath, giving you a total of 500 kill score. Which then turns into 50 minerals. Each units will give you a differnet set of minerals.

Here is the tutorial of the kill score again:
http://www.staredit.net/index.php?tutorial=108

Also, you can always change the the number. to like 10. lol
Report, edit, etc...Posted by sharf on 2006-03-15 at 20:57:52
that doesnt work, if you want say... ok let me put it this way, a lings kill score is 100, a hydra is 200. if your kill score is 200(2 lings kill) and u get 10 mins per ling yes it works
or if you have a hydra gives u 20 mins per kill it works BUT if a ling gives u 6 mins and a hydra gives u eight, 200 witehr be from lings or hydra it doesnt add right, that only works if u give the same mins for each unit.
Report, edit, etc...Posted by Urmom(U) on 2006-03-15 at 21:17:52
If I understood what you said Sharf, all you need to do is order the kills to cash triggers in order of highest kill score to lowest.
Report, edit, etc...Posted by fritfrat(U) on 2006-03-15 at 21:41:57
First off, a ling's kill score is 50, and a hydra's 350.

Tony, just a suggestion. If your map only involves 4 players, have it so the deaths of p5 units give money to p1, the deaths of p6 units give money to p2, etc. However, that would make helping each other out a little less optimal.

Each kills to cash system has its benefits and downsides, and basically, there is no perfect system for him to choose how many mins each individual unit will give, excluding making massive amounts of triggers with SCtrigger. We'll have to leave tony up to it to determine what best fits his map, eh?
Report, edit, etc...Posted by TheTikiTony on 2006-03-15 at 22:28:02
QUOTE(TheTikiTony @ Mar 15 2006, 03:55 PM)
Ok, some I'm doing an Open RPG and I have a trigger method for converting kills into minerals, so that bigger units = bigger cash income. According to a couple tutorials and threads on different sites, each unit you kill awards a different kill point amount. So can anyone direct me to or list for me the kill points for each unit?

Edit: Nevermind, I found an even better combination.




Trigger
Description:
Minerals for kills : Marine
Players:
¤ Person Killing
Conditions:
¤ Foes has suffered at least 1 deaths of Marine
Actions:
¤ Modify Death count for foes: Subtract 1 for Marine
¤ Modify resources for current player: Add 10 minerals
¤ Preserve Trigger


I can't believe it, this works greaet biggrin.gif Set up different triggers and switch the minerals and unit around. It counts all kills and will continually give you minerals until all the men you have killed are accounted for.
[right][snapback]446111[/snapback][/right]


Ok, so how bout this?


Trigger
Description:
Minerals for kills : Marine
Players:
¤ Person Killing
Conditions:
¤ Foes has suffered at least 1 deaths of Marine
¤ At least 1 custom score
Actions:
¤ Modify Death count for foes: Subtract 1 for Marine
¤ Modify resources for current player: Add 10 minerals
¤ Preserve Trigger
¤ Subtract 1 custom score



Trigger
Description:
Setting custom scores
Players:
¤ Person killing
Conditions:
¤ kills at least 1 rine
Actions:
¤ add 1 to custom score
¤ preserve trigger


I tested this and it works just as well as the previous, however it would seem as though it's adding to just that player, I have yet to test it in multiplayer. Can anyone see something wrong with it? (I did test it myself, again, it works 100% for at least 1 person..)

Report, edit, etc...Posted by sharf on 2006-03-15 at 22:51:25
yes that works but then if you want the custom score to be experience or somthing
you wont have that score. also your new trigger just adds 1 more trigger that is unesisary i suggest my method(of course) but not because its mien but becuse it frees up teh custom score for exp or other stuff and it works in one trigger and in a game with 6 humans with this trigger for each, and we hade about 60 splash uits each with constat masses of lings and then after 3 waves all the kills for units and stuff added up perfectly.
Report, edit, etc...Posted by TheTikiTony on 2006-03-15 at 23:08:13
QUOTE(sharf @ Mar 15 2006, 10:51 PM)
yes that works but then if you want the custom score to be experience or somthing
you wont have that score. also your new trigger just adds 1 more trigger that is unesisary i suggest my method(of course) but not because its mien but becuse it frees up teh custom score for exp or other stuff and it works in one trigger and in a game with 6 humans with this trigger for each, and we hade about 60 splash uits each with constat masses of lings and then after 3 waves all the kills for units and stuff added up perfectly.
[right][snapback]446591[/snapback][/right]


Yeah... I just tried your method, I set it individual like you said, i only got 10 minerals out of 8 guys, each worth 10 minerals each b/c they were all killed at the same time.

ADDITION:
QUOTE(urmom @ Mar 15 2006, 04:03 PM)
http://www.staredit.net/index.php?tutorial=108
We have tutorials for everything! (for real)

Next time, check the tutorials database.
[right][snapback]446119[/snapback][/right]


I did check the tutorials, I didn't find this, sry. And I also found one with the triggers for this, but none of them worked quite the way I wanted. None would add figures up right for each person.
Report, edit, etc...Posted by sharf on 2006-03-20 at 21:17:17
well all i can say is my method works perfectly for me n others, i have had many people use um (even in splash ds) it works perfectly i dont know what you did wrong but blizzard made it work in order so if you have killed them at EXACTLEY the same time it is still stored in memory, so the trigger will execute itself untill the memory has a check for each unit.

this is it exactley


Trigger
Description:
Players:
¤ Player1
Conditions:
¤ Player1 killscore is atleast 1
¤ Player8(or the enemy) has suffered atleast1 death for (unit)
Actions:
¤ set deaths for p8 of unit(unit)
¤ set player1 killscore to 0
¤ set mins to what ever
¤ preserve trigger

Report, edit, etc...Posted by Urmom(U) on 2006-03-20 at 21:20:17
Yours will work. It just has more of a chance of messing up if two players kill units at the same time. Say:

Player 1 kills a zergling at the same time as Player 2 kills an Ultralisk.

You obviously would get more minerals if you killed an ultralisk than a zergling. Since it happened at the same time, the triggers could mix up and Player 1 could get Player 2's minerals.
Report, edit, etc...Posted by sharf on 2006-03-20 at 21:25:42
this hasnt seem to be a problem in my last rpg defense the trainign part had linsg and ultras and i was killign ultars with 3 bats and he was killign linsg with bats and we HAD to kill at the same tiem but it always added up perfectly.
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