Staredit Network

Staredit Network -> UMS Assistance -> Highest Score
Report, edit, etc...Posted by Noober on 2006-06-11 at 19:54:43
I want it so at the end of 10 minutes, the team with the highest score wins.

Here are my triggers:

Current player brings at least 1 civ to "10min".
====
Set deaths for player 8: Set to 4 for gametype.
Set countdown timer: Set to 600 seconds.
Kill civ, etc.

Force1/2/3
====
Player 8 has sufferend exactly 4 deaths of gametype.
Countdown timer is at most 1 second.
Current player has highest score of custom.
====
Victory.

The highest score condition doesn't work, even when the force has the highest score. What's wrong? Do I have to make 3 copies of the victory trigger and give them to seperate forces?
confused.gif
Report, edit, etc...Posted by lonely_duck on 2006-06-11 at 20:59:06
I reenacted your problem and it worked for me. Every other trigger works? May I see the map or is it top secret cause I can't find anything wrong with it.

Heres the map I used if it helps.
Report, edit, etc...Posted by Noober on 2006-06-11 at 21:02:58
Well actually, it's done already - Capture the weed. My friends were just playing it and found a bug with the 10 min. game.

I'll PM it to you, I guess. The trigger for selecting game type is under All players, the last ones. The one for winning is under force 1/2/3, and they're near the bottom. Oh, the one for scoring, in case you need it, is about 1/3 down in all players. (It's kinda tricky to find, but there's nothing wrong with that. It basically adds 1 custom to your team's points when you score.)
Report, edit, etc...Posted by lonely_duck on 2006-06-11 at 21:37:34
I've played the game twice with a few people, and it works. I can't find anything wrong with it, trigger seems to have no loopholes.
Report, edit, etc...Posted by DoomGaze on 2006-06-11 at 22:39:51
It's pretty simple. The problem is that triggers created under a force, actually apply to each individual player, rather than the force as a whole.
Report, edit, etc...Posted by Noober on 2006-06-12 at 15:02:53
QUOTE(DoomGaze @ Jun 11 2006, 10:39 PM)
It's pretty simple. The problem is that triggers created under a force, actually apply to each individual player, rather than the force as a whole.
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So how would I fix it? Give one trigger to each player, rather than to 3 forces? Or a seperate trigger for each player? But since it's a team game, 2 people in each team will always have the same score, so will they both win, or is it a draw? And also, what if 2 teams have the same score? How do I make it a draw then?
Report, edit, etc...Posted by DoomGaze on 2006-06-12 at 18:25:12
That's the problem. I'm not sure if this would work, but maybe you should tally each player's score within a team into a general score sheet using either death counters or scores for computer players. By using computer players, you'll need at least two comps. Or you could use an unused score by a human player. From there, the conditions for victory is the same for everyone within the force, thus the force wins. By using death counters, you're going to have to do a bit more after the scores are converted into counters. Afterwards, I suggest you cancel out the death counters for each 'leading' player per force. Basically, what I mean is to have the death counters accumulate towards only one player per force. Once each scount cancels each other out and one or two forces reaches 0 score, locate the player who still has death counters, locate his force, and then the conditions are fufilled, which are the common conditions for everyone within the force, and thus the force wins.

Understand it?

I'm not sure if there's a simpler way, but I'm just improvising all of this, so it's an 'educated' guess without any basis of theory.
Report, edit, etc...Posted by Noober on 2006-06-13 at 14:53:36
mellow.gif

No, I don't really get it. Could you maybe post the triggers?

Also, I thought of a simpler way:

Force 1 (which includes p1 and 2)
=====
Player 1 commands at least 1 unit (which means he's there)
Player 2 commands at least 1 unit.
Other conds for end of 10 min game.
=====
Set score for p1 to 0.
Set switch 1.

Force 1.
=====
Switch 1 is set.
P1 has highest score.
=====
Victory?

And then if p2 isnt there:

Force 1 (which includes p1 and 2)
=====
Player 1 commands at least 1 unit (which means he's there)
Player 2 commands at most 0 units.
Other conds for end of 10 min game.
=====
Set switch 1.

And then do the same for if p1 isnt there, and do the same for the other forces. But then, what if there's a tie game? >< Argh... this is annoying.
Report, edit, etc...Posted by Mp)7-7 on 2006-06-13 at 19:08:53
Well, do those ones work? If they do ust use those, I can think of about 3 other ways to do this, that would be really easy. If they dont work, and you are wondering ask, and Ill post em for you!
Report, edit, etc...Posted by Noober on 2006-06-16 at 10:41:45
Sure, post.

ADDITION:
Omg, I hate this. I tried giving it to players instead of forces - didn't work. Then I tried giving each player a seperate copy - didn't work.

The highest score just doesn't work!

Argh, I'm so frustrated. ><

ADDITION:
I see how it is... Don't help the noober, eh? >=(

I've tried everything, to no avail. Help? Anyone?
Report, edit, etc...Posted by DoomGaze on 2006-06-17 at 03:16:24
Alright, here's a test map...that doesn't work. This is the sort of triggering I'm proposing, except the score tallying isn't working. So much for help from me huh? Well, hopefully, you get what I'm trying to do and you can fix whatever bugs are in there.
Report, edit, etc...Posted by Noober on 2006-06-18 at 12:48:42
Hmm... I'll see if I can get that work. Thanks...
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