Ok what I am trying to do is use the standard experience meter trigger using units killed and buildings razed, but I am also trying to incorporate a valued kill system for example a zergling is worth 5 points as opposed to a ultra which is worth 10. anyone have a trigger solution for this, when i try to do my trigger, the points keep looping, I need to kill the loop but preserve the trigger somehow.
Marvel.
eh maybe i wasnt clear, i wanted to have a kills and razings leader board for experience purposes and a custom points based off vespene gas, for example when you kill a zergling you gain 5 vesp gas which in turn adds 5 points to your score. And if it sets to zero there is no clumative effect, i need it to keep track and build, is this actually possible?
Add an action that sets the kills and razings score to zero.
QUOTE(Demaris @ Apr 20 2006, 10:58 PM)
Add an action that sets the kills and razings score to zero.
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eh maybe i wasnt clear, i wanted to have a kills and razings leader board for experience purposes and a custom points based off vespene gas, for example when you kill a zergling you gain 5 vesp gas which in turn adds 5 points to your score. And if it sets to zero there is no clumative effect, i need it to keep track and build, is this actually possible?
I think Demaris is right man. The trigger would look like this;
CONDITIONS;
If current player's kills/razings score is at least 1
ACTIONS;
Add 5 vespene
set score for current player to 0 kills/razings
preserve trigger
The key to preserving a trigger without it looping, is to make an action that affects the conditions in some way.
There is no perfect kills to cash system. Changing the unit's score value is essentially 'kills to cash.' Therefore, there is no perfect way for your system. Actually, there might be. Do any characters in your RPG do splash damage? If not, then you may have a chance.
Actually, there is a perfect cash to kills system but the tutorial about it doesn't explain it too well. And XMercury, he wants a different amount for each kill of a different unit. I would suggest reading these two tutorials:
Kills to CashUnit Kill Scoresthanks everyone its good to have other people to support you so you dont get discouraged, although using that method would probably interfere with my percentage experience trigger based off the kills and razings. I think im gonna have to give either the experience factor away or the kills for gas...ugh.
I am thinking, if i give minerals and gas per 100 kills for example, minerals for upgrades per level and gas as a way to keep track of score and level. its gonna be complicated i have to combine the money for kills trigger and the Upgrade Unit HP% Each Level. sigh... lol. onwards i must i go!
i kinda have the same problem in a map i'm making; i want to get an experience score for the kill (i.e. 100, 250, etc.), but then i want a 1-point indication of a kill, off the same unit. for some reason, my score system is retarded, and instead of giving me 1 point per kill/razing, i get the score instead (100, 200, etc.). I'm starting to think my only option is custom-setting everything (score is such and such, give such and such custom points to player and add 1 death count for unit (my 1-point indicator)). maybe that's your only option too; maybe you're trying to do something different and its not (by the way, if anyone has an answer to my problem and his, it would be greatly appreciated). i might just start another thread; idk.
Although somewhat difficult to understand, this one works.
http://www.staredit.net/index.php?tutorial=25Basically, whenever you kill a unit you will have the most kills, and it gives each other player a kill so you no longer have the most kills (the computer is there because otherwise a human player would be considered to have the most kills even if they had an equal amount of kills).
The main problem you have, is that kills and kill score are very different. Kill score is just what would show up when you win/lose/leave a game, and it shows all the scores, it adds to the kill score there. Kills is just what you've killed and all that. The problem is, you can only modify kill score using actions, and not kills.
I solved all my problems in my map, the core programing of my map is done: point system, kill system, reward system, level system, character selection, enemy spawning, wohoo =D