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Staredit Network -> UMS Assistance -> Kill Register System
Report, edit, etc...Posted by Veta on 2006-06-29 at 05:16:22
I think it's very possible to get a kill register system with 8 players and spells and many different kinds of units, I just believe it's very difficult. The possibility of making such a system is Tutorial worthy. It would be very useful, for sure. I've been trying to make such a system for a while now, what I've gotten out of all my tests and triggers is that the system must rely on coincidence of kills and deaths and be scoreboard like Custom or a Resource. I say register, because it would have to register when you kill 1-20 units of your ally or your enemy or a mix and know exactly how much of each. Or just know how many of your enemy's were killed, whilst at the same time another player might be doing the same exact thing. At the same time that all these triggers are keeping track of those kill there should be triggers counting the deaths. Death counters are easy, just use a switch when the triggers are in place and then clear them to allow the Death counter to register deaths into the scoreboard. I did something like this but it was practically impossible to get every situation into the triggers and it kept freezing up the scores.


If you have any ideas, we can meet on Battle.net. USEast, preferable. I can track kills to some extent and can do things based on BS kills but can't actually register it into a kill system. Especially when each unit has a different point value. I'm thinking, one would have to make a trigger for each type of unit and multiples for the kills... I'm looking for something more practical.


To participate in this follow thie following:

1) Be familiar with kill tracking... or complex triggers in general
2) Be familiar with death counts aswell
3) Be 15 or older
4) Test some things out before you post them, however... you don't have to always do that if it seems likely to work
5) Make sure your theory triggers can actually track kills on different players at the same time, allies or enemies.
6) Your theory does not need to register if the kills were on a specific player but rather, if it was on an enemy or an ally, or both.
7) Make sure to not include the current player's death in the trigger in less it might have to do with the situation
8) Make sure the triggers flow well with counting the deaths



I hope it's truly plausible to make such a task in a simple way, making it under 50 triggers would be the prefered. I was thinking something like 24 to be likely, maybe 10 original triggers at peak, with duplicates for different players.



Report, edit, etc...Posted by Zeratul_101 on 2006-06-29 at 09:26:06
i'm not sure i'm totally getting this concept. do you mean you want to convert kill scores into more readily practical variables(deathcounts?) and create a variable database? and have triggers reference to this database?
Report, edit, etc...Posted by Veta on 2006-06-30 at 16:54:43
QUOTE(Zeratul_101 @ Jun 29 2006, 07:25 AM)
i'm not sure i'm totally getting this concept.  do you mean you want to convert kill scores into more readily practical variables(deathcounts?) and create a variable database? and have triggers reference to this database?
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Triggers that track each kill on an enemy player and ignore kills on allies whilst at the same time allow the death counters to take record of the deaths.
Report, edit, etc...Posted by Zeratul_101 on 2006-06-30 at 19:31:03
this is for your snowball wars map right? that sounds like an excrutiately painful system to implement. this is for every player in the game(8 players?)? cause this would be a pain in the ass even for one player. it'd be exponentially simplier if it only counted enemies and allies as opposed to specific players.

anyhow, i can't help you with this atm, busy working on my Doom3 trigger systems. deflecting objects are a serious pain in the rear end.
Report, edit, etc...Posted by Kenoli on 2006-06-30 at 19:40:37
There is no way to distinguish between killing an enemy unit and killing an allied unit. At least not in the environment you're talking about.
Report, edit, etc...Posted by Veta on 2006-06-30 at 21:46:45
QUOTE(Kenoli @ Jun 30 2006, 05:40 PM)
There is no way to distinguish between killing an enemy unit and killing an allied unit. At least not in the environment you're talking about.
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That's what I thought, but there must be some way to go on it by coincidence?


Edit: In response to Zeratul, yeah... it only counts if you kill an enemy and ignores kills on an enemy. The problem is dealing with the many different situations that occur at the same time.
Report, edit, etc...Posted by Kenoli on 2006-06-30 at 21:53:04
QUOTE(Veta)
That's what I thought, but there must be some way to go on it by coincidence?
I suppose you could do something like this:
Trigger
Conditions:
¤ Current Player kills score is at least 100.
¤ Foes has suffered at least 1 deaths of Terran Marine.
Actions:
¤ Modify score for Current Player: Subtract 100 kills.
¤ Modify death counts for Foes: Subtract 1 for Terran Marine.
¤ Modify death counts for Current Player: Add 1 for IKilledAnEnemyMarine.

Trigger
Conditions:
¤ Current Player kills score is at least 100.
¤ Allies has suffered at least 1 deaths of Terran Marine.
Actions:
¤ Modify score for Current Player: Subtract 100 kills.
¤ Modify death counts for Allies: Subtract 1 for Terran Marine.
¤ Modify death counts for Current Player: Add 1 for IKilledAnAlliedMarine-OhNo!.
But this probably wouldn't work so well in the snowball wars environment.
Report, edit, etc...Posted by Veta on 2006-06-30 at 22:10:14
Right, I described a situation like that in my initial post... however, it would fall apart in a chaotic environment.
Report, edit, etc...Posted by Shocko on 2006-06-30 at 22:49:58
ok this is of no help what soever but ermm why wud u even want to count the kills on ur allies its like yay im proud im a bsing mofo like wtf??
Report, edit, etc...Posted by Veta on 2006-06-30 at 23:24:36
QUOTE(Veta @ Jun 30 2006, 02:54 PM)
Triggers that track each kill on an enemy player and ignore kills on allies whilst at the same time allow the death counters to take record of the deaths.
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