Methods you are using for this?
I don't want to do thousands of triggers.
I know there are tutorials for this, but i don't really get the "kill for cash (perfect)" one.
Trigger |
Description: |
Kill for cash |
|
Players: |
¤ Player |
Conditions: |
¤ Score(CurrentPlayer, AtLeast, 1, Kills); |
Actions: |
¤ SetScore(CurrentPlayer, SetTo, 0, Kills);
|
¤ To know how many you kill add minerals or use deadcounters
|
¤ for example
|
¤ SetResources(CurrentPlayer, Add, 1, Gas);
|
¤ PreseveTrigger(); |
Trigger |
Description: |
Add cash |
|
Players: |
¤ Player |
Conditions: |
¤ Accumulate(CurrentPlayer, Exactly, 10, Gas); |
Actions: |
¤ SetResources(CurrentPlayer, Add, 10, Ore);
|
¤ SetResources(CurrentPlayer, SetTo, 0, Gas);
|
¤ PreseveTrigger(); |
I don't know if splash really matter, becouse Tarpit defense uses it...
I just do it like
Conditions:
Score(kills,atleast,1,current player);
Actions:
Setscore(kills,set,0,currentplayer);
setminerals(add,1,ore,currentplayer);
Preserve();
I just keep constantly getting more minerals, like if i kill 1 unit, then i get every second 1 mineral.
You shouldn't if you're using current player and setting the kills score to 0.
Anyway that way of doing kills 2 cash doesn't account for splash damage or tell you what unit got killed (at least not easily), but otherwise it works. For that you'll need the perfect method, which uses up some terrain, a few units, and requires a player slot devoted for its purposes. I wouldn't recommend it unless it was really important for whatever you need to do.
EDIT- There's another way that doesn't use the extra player slot, but its much more complicated so I wouldn't recommend it if you're having trouble with just the basic methods.
Uh, i got it to work, but splash damage really affected it, i got 11 minerals instead of 20
EDIT:
Im having problems with the "perfect" one because it's not explained well :/
EDIT2:
Yeah correct.
I think you are making the usual mistake: You are using the condition "playerX killed at least Y units" and then set the kills score to 0.
But "Kills" and "kills score" are 2 different things. You can't modify the kills amonut, only the score.
EDIT: ok forget it
What affects it is not only splash, but actually just the fact of killing several units at the same time.
ok well i have two ways, if you want 1 gas or w/e per everykill just do
current player kill score is atleast 1(score kills not actual Kills)
----
set killscore for current player to 0(set score kills to 0)
add 1 mineral
preserve
but if u want like 1 as and 5 exp for a ling 2 gas and 10 exp for a hydra it requires a slightly more complex but easy trigger set, if thats what you want just ask.