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Staredit Network -> UMS Assistance -> Food System
Report, edit, etc...Posted by OhManTfe on 2006-04-26 at 19:31:38
Food System

I want a system where 20 vespene is full of food and 0 vespene is starved to death and every minute you lose 1 vespene how can I do that without using the countdown timer because I'm planning on using that for something else.
Report, edit, etc...Posted by Kyuubi. on 2006-04-26 at 19:48:41
QUOTE(OhManTfe @ Apr 26 2006, 03:31 PM)
Food System

I want a system where 20 vespene is full of food and 0 vespene is starved to death and every minute you lose 1 vespene how can I do that without using the countdown timer because I'm planning on using that for something else.
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you can set up a a few simple triggers for the player(s) you want it affecting. like for first trigger;

Conditions;
-always
Actions;
-set resources for 'player' to 20

then;
Conditions;
-current player accumulates at least 1 vespene gas
Actions;
-wait 60000 miliseconds
-set resources, subtract 1 vespene gas for player
-preserve trigger

i might know the wait seconds in that trigger is going a tad bit too extreme, so you might be able to use death counters.

here's some other ones

Conditions;
-Player accumulates exactly 0 vespene gas
-Player commands exactly 0 of unit(this condition is optional as well as adjusting it to something you want)
Actions;
-kill all any unit for player
-end scenario in defeat for current player

i also have other methods, but this one is pretty simple...
Report, edit, etc...Posted by OhManTfe on 2006-04-26 at 20:27:04
Yep that should hopefuly do the trick now Im just thinking of adding triggers so when I eat food it replenishes vespene. Different food types will give different amounts of vespene.
Report, edit, etc...Posted by Kyuubi. on 2006-04-26 at 20:58:10
it shouldn't be a problem, you can use a shuttle dropship system or bring a unit to a beacon to use it. and the units to be labeled or something.

i have a suggestion or idea, maybe you can use one of the units and randomize it. such as 1 unit thats randomized it'll give different effects or values( like restore not a precise amount of the gas each time its used, make it so that the gas won't be lowered after a certain amount of time, etc) anyway those are just some ideas...
Report, edit, etc...Posted by Urmom(U) on 2006-04-26 at 21:00:08
Using waits for a wait that long of pretty noobish. Try using deathcounters. If 12 death counters can be added per second approximately with hypertriggers then 12x60=720. Then you can do this to your trigger:

Current Player Accumulates at least 1 gas
Current Player has suffered exactly 0 deaths of ursadon
----------------------------------------
Set deaths for ursadon to 720
Set Switch 1
preserver trigger


Current Player has suffered at least 1 death of ursadon
--------------------
subtract 1 death of ursadon for current player
preserve trigger


Current Player has suffered exactly 0 deaths of ursadon
Switch 1 is set
---------------------------
clear switch 1
subtract 1 gas
preserve trigger
Report, edit, etc...Posted by OhManTfe on 2006-04-26 at 22:06:23
Well I haven't used death counters for this kind of thing before but if it's better then the wait trigger I'll give it a go. As for the randomization I can't see an easy way of doing that...
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