Staredit Network

Staredit Network -> UMS Assistance -> countign adding
Report, edit, etc...Posted by sharf on 2006-03-26 at 14:04:51
ok say i have it so if you have a pylon u get 3 mins per 5 seconds. tahst ez to do. but how do i make it so if i have 2 pylons i get 6 per 5 second 3 i get 9 etc. how do i do this withought using a whoel bunch of triggers, because i dont want to have a limit... ranting.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2006-03-26 at 14:26:22
I've done something similer to it assumeing that pylons would be the only buidling you have
Report, edit, etc...Posted by sharf on 2006-03-26 at 14:29:15
nope the yare one of many but if you did it wether you have thers or nto your method igth stil lwork? can i see it?
Report, edit, etc...Posted by (U)Bolt_Head on 2006-03-26 at 14:37:01
please correct your spelling, I refuse to answer jibberish.
Report, edit, etc...Posted by sharf on 2006-03-26 at 14:42:54
srry i cant my keybaord has sprite in it and somtimes it types wrong and i CANT fix it i said:

nope they are one of many but if you did it wether you have others or not your method migth still work? can i see it?


-it wasnt that bad it was still readable
Report, edit, etc...Posted by (U)Bolt_Head on 2006-03-26 at 15:08:08
QUOTE(sharf @ Mar 26 2006, 01:42 PM)
srry i cant my keybaord has sprite in it and somtimes it types wrong and i CANT fix it i said:

nope they are one of many but if you did it wether you have others or not your method migth still work? can i see it?
-it wasnt that bad it was still readable
[right][snapback]453610[/snapback][/right]


Yeah I noticed that it was readable after the 3rd time around. And your keyboard is one pittifull excuse. Buy a new freaking keyboard or stop making up dumb excuses. Did both your delete and backspace button go out on you or something? How does the keyboard effect the order that you hit the keys in? If you don't want to buy a new keyboard pop all the keys out of it and clean them and the surface so it is no longer sticky. Yeah anyways [End Rant]

Well I just thought of a way you could do it actually. It requires that you make a
pylon cost gas but nothing else can cost any gas.


Give the players 1 gas to start out with, then use this.
Trigger
Players:
¤ Human Players
Conditions:
¤ Current Player Accumulates Exactly 0 Gas
Actions:
¤ Add One Gas for Current Player
¤ Add one death to Counter1 for current player.
¤ Preserve Trigger


These Triggers Will Reward the Minerals and Count out the Counters. The triggers should double in value each time with the highest value first as shown. The Biggest number should be at least half of the most pylons you would ever expect a player to get.
Trigger
Players:
¤ Human Players
Conditions:
¤ Switch Timer is Set (i'll let you figure that part out cause i don't want to type it)
¤ Current player suffers at least 4 death of Counter1
Actions:
¤ Subtract 4 deaths for Counter 1
¤ Give Current Player 12 Gas
¤ Add 4 deaths to Counter2 for current player
¤ Preserve Trigger

Trigger
Players:
¤ Human Players
Conditions:
¤ Switch Timer is Set (i'll let you figure that part out cause i don't want to type it)
¤ Current player suffers at least 2 death of Counter1
Actions:
¤ Subtract 2 deaths for Counter 1
¤ Give Current Player 6 Gas
¤ Add 2 deaths to Counter2 for current player
¤ Preserve Trigger

Trigger
Players:
¤ Human Players
Conditions:
¤ Switch Timer is Set (i'll let you figure that part out cause i don't want to type it)
¤ Current player suffers at least 1 death of Counter1
Actions:
¤ Subtract 1 deaths for Counter 1
¤ Give Current Player 3 Gas
¤ Add 1 deaths to Counter2 for current player
¤ Preserve Trigger



This group of triggers is the same as above but It instead puts the value back for Counter 1
Trigger
Players:
¤ Human Players
Conditions:
¤ Current Player suffers at least 4 deaths of Counter2
Actions:
¤ Subtract 4 deaths of Counter2 for current player
¤ Add 4 deaths for Counter1 for Current Player
¤ Preserve Trigger

Trigger
Players:
¤ Human Players
Conditions:
¤ Current Player suffers at least 2 deaths of Counter2
Actions:
¤ Subtract 2 deaths of Counter2 for current player
¤ Add 2 deaths for Counter1 for Current Player
¤ Preserve Trigger

Trigger
Players:
¤ Human Players
Conditions:
¤ Current Player suffers at least 1 deaths of Counter2
Actions:
¤ Subtract 1 deaths of Counter2 for current player
¤ Add 1 deaths for Counter1 for Current Player
¤ Preserve Trigger


Lastly This clears your timmer.
Trigger
Players:
¤ Computer Player (must fire after all the human players triggers)
Conditions:
¤ Switch Timer is Set
Actions:
¤ Clear Switch Timer
¤ PreserveTrigger
Next Page (1)