About my map: (If you have the attention span of a child I suggest you skip towards the bottom with all-caps text appears.)
I have been working periodically on a starship troopers map. Its the generic SST maps that dominate b.net but it has it's own unique aspects to it, the most noticable is the compound you are to defend has custom tiles on it. It did not require alot of work, and I wonder why it has not been previously done in a SST map. A major difference that sets my map apart is that the defending troopers will not have to defend the compound they start in throughout the game, If they amass enough troops they have a chance at attacking a human controlled bug enemy. If it causes more problems than (in my opinion) is worth than I could easily revert it to a computer controlled enemy.
There will be 5 ramps to defend on the outpost, and 5 players to defend those ramps.
There is 2 computers, 1 allied to the Troopers, another allied to the Bug player. Both play neutral or little if any roles in this map.
[To just put this in, I have not posted on any of the SEN forums for quite a while.
I have previously posted my map before in a different forum and have gotten a low yeild in replies, even using the suggested thread template.]
MY QUESTION IS: What kind of money triggers would be best to implement in this map?
I put in one from one of the more played SST maps:
CONDITIONS:
Player 1 kill score is atleast 1.
ACTIONS:
Modify score for Player 1: Set to 0 kills.
Modify resources for Player 1: Add 1 minerals.
Preserve trigger
But I recall in playing this map that it was very inaccurate, youd kill much more than the minerals you received.
Could this problem be solved with hyper triggers?
I'd prefer to not use hyper triggers in case I have to use any wait based triggers.
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Try this out:
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All I did was simply put hypertriggers for player 7. Player 7 isn't running any triggers so there should be no problems.
QUOTE(urmom @ Jul 9 2006, 05:03 PM)
Try this out:
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All I did was simply put hypertriggers for player 7. Player 7 isn't running any triggers so there should be no problems.
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I think I very well might use the hyper triggers unless I come up with crucial triggers that require a wait system. I'll search the tutorial database for any alternate methods if I need to use them.
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 |
This is the better way of making a money for kills, just change the number to what you want and get rid of the create civilians and add in minerals!
QUOTE(Tophat_Eddie420 @ Jul 9 2006, 07:35 PM)
I think I very well might use the hyper triggers unless I come up with crucial triggers that require a wait system. I'll search the tutorial database for any alternate methods if I need to use them.
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fyi, you'd still be able to use waits with hypers(as long as the player with hypers don't have any triggers with waits in them). in a situation like this, it'd be best to give all the kills-to-cash triggers to player w/ hypers and use specific players instead of current player
Why would he want to do that?
7-7's won't work, for the same reason your original one won't. It's simply because if you kill more than one unit at once, it SETS it to 0. Having done this before, I know that the subtract action didn't work (for me, anyway...) so the most reliable kill>cash system is making a trigger for every interval (or having a program do it for you).
QUOTE(Mini Moose 2707 @ Jul 10 2006, 08:59 AM)
Why would he want to do that?
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you talking to me moose?
ADDITION:
thats because in some instances waits are simpler than DCs(such as a wait inside a trigger). although it'd be much better to use DCs, he may not understand them. in that case, having all the kills-to-cash triggers given to the hyper trig player will still allow hypered KTC and waits in other triggers at the same time. perfect compromise.
No, I'm asking why it would be better to use specific players instead of current player. That just creates a bunch of copied unecessary triggers.
if player 8(assume its the player with hypers) has all of the KTC triggers, Current Player wouldn't do much good for player 1-7(which need the KTC)
ADDITION:
just for the record, its best to use current player as opposed to specific players whenever you can, but in this case, i think my idea is simple and effective.