Ok... I used the "Kills to Cash 'Perfect'" tutorial and followed everything it said although I was extremely confused. After I tested it, I killed a unit and I got a mineral, which is what I wanted but after I killed another of the same unit, nothing happened. This is the trigger I used.Trigger |
Description: |
Req'd For System |
|
Players: |
¤ Player 3 - Unused Computer - |
Conditions: |
¤ Always |
Actions: |
¤ Modify death count for Current player: Add 1 for Rhynadon - Unused Unit - |
Then I used:Trigger |
Description: |
Kills Cash |
|
Players: |
¤ All Players |
Conditions: |
¤ Current player has suffered at least one death of Rhynadon. |
Actions: |
¤ Center location labeled -Player 3- on Protoss Pylon owned by Current player at Anywhere
|
¤ Create 1 Zerg Zergling at -Player 3- for Player 3. Apply props: 1% hp and burrowed.
|
¤ Modify death counts for Current player. Subtract 1 for Rhynadon
|
¤ Preserver trigger. |
Then I used:Trigger |
Description: |
Kills Cash 2 |
|
Players: |
¤ All Players |
Conditions: |
¤ Current player has the most kills of any unit.
|
¤ Player 5 has suffered 0 deaths of Rhynadon
|
¤ Player 3 brings exactly 0 Zerg Zerglings to location x
|
¤ Elasped time scenario is at least 1 second |
Actions: |
¤ Modify death counts for All players: Add 1 death for Rhynadon
|
¤ Modify death counts for player 5: Add 1 Rhynadon
|
¤ Modify death counts for current player: Subtract 1 for Rhynadon
|
¤ Modify resources for Player 1: Add 1 mineral
|
¤ Modify score for current player: Add 1 Custom
|
¤ Preserver trigger. |
Now, you control Player 1. Player 2 is an allied computer that plays with you. Player 6 is an enemy computer. Player 3 is an unused computer player. The rest, 4, 5, 8 are neutral. What am I doing wrong? QUOTE("Kills Cash" trigger)
¤ Create 1 Zerg Zergling at -Player 3- for Player 3. Apply props: 1% hp and burrowed.
The computer won't kill his own unit.
...That doesn't quite answer anything for me... Be more specific.
He's saying that you're creating a Zergling for Player 3 to kill, but the Zergling is owned by Player 3. Thus, Player 3 cannot kill the Zergling.
So do I just change the comp or make a Kill Unit trigger everytime the zergling is spawned there?
QUOTE(Pyro_Maniak14 @ Jun 8 2006, 01:26 PM)
So do I just change the comp or make a Kill Unit trigger everytime the zergling is spawned there?
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I think both would work but I've never used that trigger. It seems logical either way would work.
The perfect system basicly works by forcing a computer to keep up with you in terms of the number of kills. Then it detects when you get a kill when you bypass the computer. Afterwards it gives you the benifit (1 mineral) and then lets the computer have another kill.
For multiple players, each player must kill one additional unit whenever any other player kills one inorder to keep the value tied with all the human players.
(side note: If you control the same amount of kills as another player then you will meet the "most kills" condition. The computer player is intended to stay 1 point ahead of the human players except it doesn't not have any triggers to benifit from having the most.)
QUOTE(Pyro_Maniak14 @ Jun 8 2006, 02:26 PM)
So do I just change the comp or make a Kill Unit trigger everytime the zergling is spawned there?
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A kill trigger wouldn't work because the player would not get a kill.
QUOTE(Pyro_Maniak14)
..That doesn't quite answer anything for me... Be more specific.
You need to create the unit for an enemy, so the computer will attack it.
Ok, what I did was where the Zergling would spawn, I put a Player 2 P. Cannon so it kills the Zergling. P2 is an allied computer with me, that takes part in the game and it not allied to the Zergling. I did that but nothing happens.
Is it just me or is this system constantly poping out for probelms.. It's a basic trigger if only people could try and understand it instead of just copying it.
Here, I can't spell this out any clearer.
Player 3 MUST KILL a zergling.
Not Player 2. Not player 8.
Create the Zergling for another player so that Player 3 will kill it.
I sent one there and they said that someone already had one similar. But I looked at it, it was way different. It works sooo good, every 100 kills you may lose 1, thats how good it is! I cant send you the triggers yet because I am at school but when I get home I will send you the exact copy because I dont want to miss anything.
But player 3 is the one creating the zergling...
¤ Create 1 Zerg Zergling at -Player 3- for Player 3. Apply props: 1% hp and burrowed.
¤ Create 1 Zerg Zergling at -Player 3- for ANY PLAYER THAT PLAYER 3 IS NOT ALLIED TO. Apply props: 1% hp and burrowed.
I really can't spell this out any more for you.
Rofl. Basically, you need the computer player to kill another player (or computer) that's not allied to it.
It took me forever to figure it all out before, but how does it work again? I mean, how do I know what's being killed?
EDIT
OH YEAH... i have to create one for thing being killed.... so when it detects the kill, it'll do, for example, my KILL CASH ZERGLING set of triggers...
double-decker edit....
Wait, so if I killed something, the other players and the computer would need to kill something as well, right? If so, what if there are no other players?
Edit again...
Eto... the computer needs to keep up with me or be 1 ahead of me? If 1 ahead, doesn't that mean it needs to kill one of every cashable unit before the game can start?
So I just change the computer for the zergling owned unit and I give Player 3 a unit that kills the zergling everytime it's spawned there...? Or I just leave it alone? I'm not good at these death counter triggers. The zergling created at each pylon should be for a player that all players, including the unused computer, are hostile to. (The idea is that they will kill the zergling, eventually putting everyone on the same kill count except the computer who has one extra).
A few more things:
Your first trigger is for player 3, but your last trigger mentions player 5...
And now having thought about it for a while, I think that the tutorial is actually wrong to tell you to add an additional death count for the computer (p5) in the last trigger, since p5 (or in your case it's probably p3) will get one from adding a death for All players anyway.
Also, the last trigger shouldn't be for All players, rather "all players except p5" - p5 shouldn't get rewarded for having the most kills, the system is designed that p5 should always end up with the most kills.You will need two triggers for this effect to occur!
You will need one location for these triggers: Location "Civs" This is where the civilians spawn for the player to use or buy a unit with!
Trigger 1
Trigger |
Description: |
Civilians for Kills Trigger #1 |
|
Players: |
¤ Players you want to receive Civilians |
Conditions: |
¤ Current Player Kill Score At Least 1 |
Actions: |
¤ Modify Resources for Current Player Add 1 Vespane Gas
|
¤ Modify Score for Current Player Add 1 Custom
|
¤ Modify Score for Current Player Set to 0 Kills
|
¤ Preserve Trigger |
Trigger 2
Trigger |
Description: |
Civilians for Kills Trigger #2 |
|
Players: |
¤ Players you want to receive Civilians |
Conditions: |
¤ Current Accumulates At Least 15 Vespane Gas (can use any number) |
Actions: |
¤ Create 1 Civilian at Civs for Current Player
|
¤ Modify Resources for Current Player Subtract 15 Vespane Gas (same number used in conditions)
|
¤ Preserve Trigger |
With this trigger make sure you use Hyper Triggers, without these the trigger may skip a few kills. You may lose one kill or so at most without them. Not that big of a deal! But over time say you have received 15 civilians, you would have received 16!
Just change all of the civlians to minerals!
7-7, that's not the system being asked about.