Staredit Network

Staredit Network -> UMS Assistance -> Tough Problem [Unit Change, Kills]
Report, edit, etc...Posted by redfoxbandit on 2006-08-31 at 02:48:22

Trigger
Description:
Militia to Regular
Players:
¤ Players 1, 2, 3
Conditions:
¤ Current Player Kills At Least 25 Men
Actions:
¤ [c]Move Location, Etc, Preserve Trigger, Etc...


Okay, so I got this trigger that moves a location to a militia unit represented by Kerrigan [Ghost] and once a player gets 25 kills the unit turns into a regular, represented by Stukov or whatever.

Now my problem is that once the player gets 25 kills, ALL the Kerrigans turn into Stukovs, and that's not what I want. I want it so that every 25 kills, a Kerrigan turns into a Stukov, and I'm not going to copy and paste every single trigger due to the amount of Kerrigans that will be running around.

So give me some tips, if you can.
Report, edit, etc...Posted by Beardo on 2006-08-31 at 04:32:40

Just add this condition

Trigger
Conditions:
¤ Current player controls exactly 0 Stukov
Actions:
¤ ...

Report, edit, etc...Posted by JaFF on 2006-08-31 at 04:55:22
QUOTE(Beardo @ Aug 31 2006, 11:32 AM)
Just add this condition



Trigger
Conditions:
¤ Current player controls exactly 0 Stukov
Actions:
¤ ...

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That will not help. If you add this, it will change only one Kerrigan and stop.

What you need to do is:

After your actions that turn a Kerrigan into a Stukov, you must set your kills back to 0. That way when you will gain 25 kills, it will change 1 Kerrigan, and then you must gain those 25 kills again.
Report, edit, etc...Posted by KrazyKrl on 2006-08-31 at 07:43:53
QUOTE(redfoxbandit @ Aug 31 2006, 02:47 AM)








Trigger
Description:
Militia to Regular
Players:
¤ Players 1, 2, 3
Conditions:
¤ Current Player Kills At Least 25 Men
Actions:
¤ [c]Move Location, Etc, Preserve Trigger, Etc...


Okay, so I got this trigger that moves a location to a militia unit represented by Kerrigan [Ghost] and once a player gets 25 kills the unit turns into a regular, represented by Stukov or whatever.

Now my problem is that once the player gets 25 kills, ALL the Kerrigans turn into Stukovs, and that's not what I want. I want it so that every 25 kills, a Kerrigan turns into a Stukov, and I'm not going to copy and paste every single trigger due to the amount of Kerrigans that will be running around.

So give me some tips, if you can.
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Essentially, your problem is that you do not define the location, or number of Kerrigans that turn into Stukovs. So when the Kill Counter is satisfied, since you put Preserve Trigger, the trigger keeps firing; and ends up turning all the Kerrigans into Stukovs.

Also there are a few more problems:
  • Do you want the units to morph each time the player gets 25 more kills?
  • If you don't specify a location that the Kerrigans are at, Starcraft will morph them from the top left corner, and progress from there.


Without some further information about what you are trying to accomplish, any other help I can provide would be out of scope.
Report, edit, etc...Posted by PCFredZ on 2006-08-31 at 10:19:30
Since Kills cannot be changed, you need to create a custom counter.

Use one of the existing Kills to Cash systems, but add 1 to the custom counter (you can use the Custom score or death counts) instead of money. Depending on the Kills to Cash system you use, this counter may be affected by splash kills, but it will accomplish your task.

Every time this custom counter hits 25, you can either select 1 Kerrigan the way you're already doing it (which will be the leftmost one) or randomly using randomized switches (which is more complicated).

Ask any questions you have about these things above.
Report, edit, etc...Posted by redfoxbandit on 2006-08-31 at 18:15:08
Fredz, can you hook me up with a money-to-cash type trigger that can allow me to do this the way I've already stated? I'm not good with all this heavy mumbo jumbo stuff, all I know is basic coding and basic strings.
Report, edit, etc...Posted by PCFredZ on 2006-08-31 at 18:41:01
QUOTE(redfoxbandit @ Aug 31 2006, 06:14 PM)
all I know is basic coding and basic strings.
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In that case, go with the easiest method.

Every time your Kills Score (different from regular Kills count; this condition is under Score) is at least 1, Set Kills Score to 0, Add 1 for Custom, and Preserve.

Every time your Custom Score is at least 25, subtract 25 from it, move a location onto 1 Kerrigan, remove 1 Kerrigan and create 1 Duran, Preserve.
Report, edit, etc...Posted by Laser_Dude on 2006-08-31 at 19:50:59
QUOTE(PCFredZ @ Aug 31 2006, 03:40 PM)
In that case, go with the easiest method.

Every time your Kills Score (different from regular Kills count; this condition is under Score) is at least 1, Set Kills Score to 0, Add 1 for Custom, and Preserve.

Every time your Custom Score is at least 25, subtract 25 from it, move a location onto 1 Kerrigan, remove 1 Kerrigan and create 1 Duran, Preserve.
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And Don't Forget Hypers!!!

The problem with this system is that you can only get one kill per trigger "beat", if you don't have hypers, that means one kill every 2 seconds, if you do, it means 12 kills per second, which still isn't great if you have multiple units getting loads of kills.
Report, edit, etc...Posted by redfoxbandit on 2006-08-31 at 21:29:45
Also, I have a trigger that makes a veteran unit turns into an elite unit at 100 kills. How do I figure that into it?
Report, edit, etc...Posted by Urmom(U) on 2006-08-31 at 22:07:15
Do you mean when the unit itself kills 100 units or when you kill an additional 100 units besides the other 25 kills? If you want it so that every unit that gets 100 kills morphs, then what you are trying to do it impossible.
Report, edit, etc...Posted by redfoxbandit on 2006-08-31 at 22:40:16
QUOTE(Urmom(U) @ Aug 31 2006, 09:06 PM)
Do you mean when the unit itself kills 100 units or when you kill an additional 100 units besides the other 25 kills?  If you want it so that every unit that gets 100 kills morphs, then what you are trying to do it impossible.
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No, it's for total kills of the entire player's army/force.

Every 25 kills, a militia unit turns into a regular.
Every 50 kills, a cavalry unit turns into a veteran cavalry unit.
Every 50 kills, a regular unit turns into an upgraded regular unit.
Every 75 kills, a machine gun unit turns into a veteran machine gun unit.
Every 75 kills, an upgraded regular unit turns into a veteran unit.
Every 100 kills, a veteran unit turns into an elite unit.
Report, edit, etc...Posted by PCFredZ on 2006-08-31 at 22:56:33
Instead of a Custom score, add to several separate Death counts.

The Death counts would reset in separate triggers. In these triggers you should add conditions to detect if the unit-to-be-upgraded is not present.
Report, edit, etc...Posted by fritfrat(U) on 2006-08-31 at 22:57:44
Current Player kills score is atleast 1:

Set kill score to 0.
Set deaths for Cave for current player: add 1.
Set deaths for Cave-In for current player: add 1.
Set deaths for Cantina for current player: add 1.
Set deaths for Terran Marker for current player: add 1.
Preserve Trigger.


Current player suffers atleast 25 deaths of Cave: Replace militia with regular, set deaths of cave to 0, preserve.
Current player suffers atleast 50 deaths of Cave-In: Replace calv with vet calv, replace reg with upp'd reg, set deaths of cave-in to 0, preserve.


You get the idea. Just remember to use hyper triggers, and remember that this is not an exact representation; it on average gets about 95% of the kills with hypers, assuming there aren't tons of splash or absolute masses of units being used.
Report, edit, etc...Posted by redfoxbandit on 2006-09-01 at 00:25:20
Any way to do it without hypers?

ADDITION:
Hello?

ADDITION:
Help
Report, edit, etc...Posted by KrazyKrl on 2006-09-01 at 07:02:57
QUOTE(redfoxbandit @ Sep 1 2006, 12:24 AM)
Any way to do it without hypers? 
 
ADDITION: 
Hello? 
 
ADDITION: 
Help 
[right][snapback]554108[/snapback][/right] 


You could do it without hypers, but then if they make more then 1 kill between triggers, it will only register 1 kill. Because KillScore is the value of the unit killed, not the number of units killed.

Hyper triggers make the triggers more accurate by letting you get up to 12 kills in one second, and still having them able to register. Without Hypers, the check if you killed a unit would be spaced too far apart to accurately show how many kills you have. And since you are making some type of squad-based map, hypers are a necessity for this purpose.
Report, edit, etc...Posted by PCFredZ on 2006-09-01 at 09:06:52
QUOTE(redfoxbandit @ Sep 1 2006, 12:24 AM)
Any way to do it without hypers?
[right][snapback]554108[/snapback][/right]

There's no reason for you not to use hypers. If you have other waits that you fear will mess up because of the hypers, you should use death counts instead. Unless you're making a map where triggers are rarely used, hypers are more valuable than waits.

Rule of thumb: make the hyper triggers for only one player, preferrably a player without any waits. If the player does have waits, you have to make sure the hyper triggers run last. In other words, make the triggers all over again every time you add waits.
Report, edit, etc...Posted by fritfrat(U) on 2006-09-01 at 09:13:26
In classic trigedit, it's really easy to simply select all the players' triggers and move the hypers to the bottom of the order. Also, when you copy, it makes the new copy right below the original, not at the bottom.
Report, edit, etc...Posted by PCFredZ on 2006-09-01 at 10:10:22
QUOTE(fritfrat(U) @ Sep 1 2006, 09:13 AM)
Also, when you copy, it makes the new copy right below the original, not at the bottom.
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Which editor are you talking about? And do you mean order as in placement in the triggers list or execution order?
Report, edit, etc...Posted by redfoxbandit on 2006-09-01 at 14:09:07
QUOTE(fritfrat(U) @ Aug 31 2006, 09:57 PM)
Current Player kills score is atleast 1:

Set kill score to 0.
Set deaths for Cave for current player: add 1.
Set deaths for Cave-In for current player: add 1.
Set deaths for Cantina for current player: add 1.
Set deaths for Terran Marker for current player: add 1.
Preserve Trigger.
Current player suffers atleast 25 deaths of Cave: Replace militia with regular, set deaths of cave to 0, preserve.
Current player suffers atleast 50 deaths of Cave-In: Replace calv with vet calv, replace reg with upp'd reg, set deaths of cave-in to 0, preserve.
You get the idea. Just remember to use hyper triggers, and remember that this is not an exact representation; it on average gets about 95% of the kills with hypers, assuming there aren't tons of splash or absolute masses of units being used.
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What are caves and cave-ins?
Report, edit, etc...Posted by MoonlighTurtle on 2006-09-01 at 14:11:36
QUOTE
Which editor are you talking about? And do you mean order as in placement in the triggers list or execution order?


He's referring to SCMDraft 2's classic trigedit. And order in the list is basically the same as execution order, when referring to p1-p8's triggers, since it will go through all of p1's triggers all the way through p8's. However, when you have Force and All player triggers, it may not be as clear where they actually are in relation to triggers solely for p1-p8, because you can't see them together, unless you select both the force and the player, which is only possible in SCMD2.

QUOTE
What are caves and cave-ins?


They are unused units you can set deaths for. You can use any other unit instead, as long as it isn't being killed in the map.
Report, edit, etc...Posted by redfoxbandit on 2006-09-01 at 14:43:14
QUOTE(MoonlighTurtle @ Sep 1 2006, 01:11 PM)
He's referring to SCMDraft 2's classic trigedit. And order in the list is basically the same as execution order, when referring to p1-p8's triggers, since it will go through all of p1's triggers all the way through p8's. However, when you have Force and All player triggers, it may not be as clear where they actually are in relation to triggers solely for p1-p8, because you can't see them together, unless you select both the force and the player, which is only possible in SCMD2.
They are unused units you can set deaths for. You can use any other unit instead, as long as it isn't being killed in the map.
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So do I make all of these triggers 3 times over with hypers for each player?
Report, edit, etc...Posted by MoonlighTurtle on 2006-09-01 at 15:19:04
QUOTE(redfoxbandit @ Sep 1 2006, 01:42 PM)
So do I make all of these triggers 3 times over with hypers for each player?
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You only have to make the triggers once, just apply the triggers to the players you want them to run for.

Hypers only have to be owned by one player, preferably a computer player that runs no waits.
Report, edit, etc...Posted by Laser_Dude on 2006-09-01 at 15:31:45
OK, just to clarify:

Every time you kill a unit the "kills" number goes up by 1, however, you cannot change the score, so the only way to detect kills that way is to make many many masses of triggers. i.e.
at 25 kills change a kerrigan
at 50 change a kerrigan
at 75 change a kerrigan...
This way is very impractical, since you have to make as many triggers as you want units to change.

The kills score uses points, each unit gives a different number of points, with this you can easily change the score, but you never know how many kills they got.
The system mentioned above detects when this second score moves, then changes it back to zero, so you can only have one kill per "beat" but at least you only need one trig. It would detect each kill, then add numbers to death counters, if you're using staredit, I'd recommend changing editors. Caves, Cave-ins, cantinas, markers independent buildings, the mercenary. gunship and cargo gunship are all units that would crash the game if you looked at them(I think if you look at the gunships you just see a scout), so you'll never see them in your map, therefore, you can easily use them to count deaths, because one will never end up dieing. Still with me? Each time the trigger detects kills, it will add one to the death counts. That's why you need hypers, even in a simple RPG map I could get more then 2 kills every 2 seconds. But 2 in 1/12 of a second? I think not. Now the reason you need more death counts is you have a trigger that detects when one death count hits 25, then it changes one unit and resets the death count, without effecting any other death counts. When another hits 50, you would make another change. When the last one hits 75 you would change your other unit and reset the death counter.

Now, if you hit the amount of kills, but don't have that unit what do you want it to do? Do you want it to reset and just start over? Do you want it to stay that high so that when you build another it changes? Do you want it to stay at 0 unless they actually control the unit? Once you tell me the answers I'll write out all the triggers you need.

One more question, what editor are you using?
Report, edit, etc...Posted by fritfrat(U) on 2006-09-01 at 15:53:33
It is true that when you do select every single players' triggers in classic trigedit, even though it shows a grand trigger order, this is not the order they run it. It goes p1, p2, p3... p8. It is still a good way to make sure that the hypers are on the very bottom, though, seeing as though it's not exactly very hard to select all these triggers.

Laser made a good point about replacing units that you don't own. Most of the different methods you could use would be pretty easy to implement; you'd just have to separate all the 50 kill and 75 kill replacement triggers into different triggers, and change a few conditions and actions accordingly.
Report, edit, etc...Posted by Laser_Dude on 2006-09-01 at 16:00:02
Well, I'd give the triggers, it wouldn't be at all a problem, but how he answers these questions might change the triggers dramatically.
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