Staredit Network

Staredit Network -> UMS Assistance -> Would this work for money?
Report, edit, etc...Posted by NarakuFortunato on 2006-08-25 at 21:21:02

Trigger
Description:
Money: Trigger 1
Players:
¤ Current Player
Conditions:
¤ Current player achieves exactly 1 kill(s).
Actions:
¤ Modify resources for Current Players: Add 1 Mineral(s).
Subtract 1 kill.
Preserve Trigger


Trigger
Description:
Money: Trigger 2
Players:
¤ Current Player
Conditions:
¤ Current player achieves exactly 2 kill(s).
Actions:
¤ Modify resources for Current Players: Add 2 Mineral(s).
Subtract 2 kills.
Preserve Trigger


Trigger
Description:
Money: Trigger 3
Players:
¤ Current Player
Conditions:
¤ Current player achieves exactly 3 kill(s).
Actions:
¤ Modify resources for Current Players: Add 3 Mineral(s).
Subtract 3 kills.
Preserve Trigger


Repeat as needed. Wouldn't that fix the problem of it not giving you the bonus every time?
Report, edit, etc...Posted by KuroiNeko on 2006-08-25 at 21:25:54
Why not make it "at least" and only have one trigger? Might as well just have it set for one mineral per kill, and have thousands of triggers up...

Did you get problems when you tried using "at least"?
Report, edit, etc...Posted by LegacyWeapon on 2006-08-25 at 21:33:59
You can't subtract kills. You are modifying kill SCORE.

Kill SCORE does not increase by 1 each time you kill a unit. It depends on the unit:
http://www.staredit.net/index.php?tutorial=108
Report, edit, etc...Posted by PCFredZ on 2006-08-25 at 21:34:36
"Achieve x kills" is not a condition.

The Score-- Kills/Kills and Razings condition is not a 1-time detection of "Player has just killed a unit!" It's a stored value of how many points the player has gotten from kills through the entire game.

The Kill-- Player Kills X Units condition is similar. If you use "Current player kills at least/exactly 1 Marine", it is a condition that will be "true" starting the second that the player kills a marine and stay true for every trigger cycle afterwards.

For either case, the trigger will fire infinitely starting the second the Condition is fulfilled (since you have the Preserve to permanently loop it).

In a nutshell, the Condition doesn't detect what you think it detects.


But



There are many methods for the "Kill to Cash" (KtC) conversion you're trying to achieve, as listed in the Tutorial Database.
Report, edit, etc...Posted by NarakuFortunato on 2006-08-25 at 23:40:18
Yeah I know there aren't the exact conditions etc. but it's just close enough. I'm going to try it and see if it works.
Report, edit, etc...Posted by Shocko on 2006-08-25 at 23:44:57
kill score is atleast 1

set score to 0
add minerals
preservetrigger
comment

bam there it is... if its wrong... its coz im tired >.>
Report, edit, etc...Posted by Urmom(U) on 2006-08-25 at 23:56:05
Notice in his triggers though that the minerals that are added in each trigger go up by 1. If you are trying to do what I said then you would need to do something different but the more kills you get the less accurate it would be.
Report, edit, etc...Posted by NarakuFortunato on 2006-08-26 at 19:05:25
QUOTE(urmom @ Aug 25 2006, 10:55 PM)
Notice in his triggers though that the minerals that are added in each trigger go up by 1.  If you are trying to do what I said then you would need to do something different but the more kills you get the less accurate it would be.
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Yeah, I was thinking of that method you are talking about, but I was thinking if you made it "Exactly" with the trigger doubled it'd work accurately. That way, if they the trigger activated when they had 1 kill, it would give one mineral, if they had two by the time it activated, it would give two, and so on. I think I did it wrong though 'cause it didn't work for anything at all, it didn't give me any minerals for any amount of kills.
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