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Staredit Network -> UMS Assistance -> Blinding
Report, edit, etc...Posted by Puddin on 2007-01-02 at 01:12:23
Is there any way to make a computer player's medic blind another unit? Is there some kinda AI script?? I'm trying to make an effect that makes the map dark because you can't see very far. tongue.gif
Report, edit, etc...Posted by NerdyTerdy on 2007-01-02 at 01:51:47
As long as a comp can use blind it'll blind anything with 81+ hp.
Report, edit, etc...Posted by Puddin on 2007-01-02 at 03:54:12
Ok cool, thanks xD

ADDITION:
This may also be a nubbity question, but I was wondering how you could gain experience for kills. Like I already have this one type of way for kills:

Trigger
Description:
Kills - Experience
Players:
¤ Player That Gets Kill
Conditions:
¤ Current Players kill score is at least 1.
Actions:
¤ Subtract 1 Kill Score for Current Player.
¤ Add 95 Custom Score for Current Player.
¤ Add 10 Minerals.
¤ Preserve Trigger.
¤ Comment.

That's just something that I thought of off of the top of my head. Now that would work for anything I kill. I want it to be so I kill a zergling, I get 10 experience, and if I kill a hydralisk, I get 40 experience. Does somebody know how to do that without using a massive amount of triggers?
Report, edit, etc...Posted by rockz on 2007-01-02 at 04:11:47
QUOTE(Puddin @ Jan 2 2007, 03:54 AM)
Does somebody know how to do that without using a massive amount of triggers?
[right][snapback]608785[/snapback][/right]

MMWiki's Kills to Cash covers pretty much all the ways to do it. There's two tutorials on SEN, but they are just the original copy of MMWiki's. The perfect method is perfect, but I don't know how to set it up to give different exp per kill. The other methods show you how to do that, though they are flawed.

MMWiki's Kill Score is a list of all the scores a unit is when you kill it. Your trigger you presented would give the player 250 minerals for killing a Broodling, up to 48000 minerals for killing Hyperion. To get this effect without a massive amount of triggers, you can simply use 1 trigger that gives 1 mineral per kill score (you will want more to make it go faster), and make sure your units that you want to kill are appropriate. A zergling would be fixed at 50 exp/mins, while a Torrasque would be fixed at 2600 exp/mins. If you use this method, it is perfect, though you lose customization.

Kills to Cash is a forever annoying problem in SC. Nobody has found a way to do it truly perfect.
Report, edit, etc...Posted by fritfrat(U) on 2007-01-02 at 13:59:42
Your way is 95% accurate in most situations. Just change "subtract 1 kill score" to "set to 0 kill score."
Report, edit, etc...Posted by rockz on 2007-01-02 at 22:44:44
That will give him 10 minerals per kill, though.
Report, edit, etc...Posted by EcHo on 2007-01-03 at 00:30:54
QUOTE(rockz @ Jan 2 2007, 10:44 PM)
That will give him 10 minerals per kill, though.
[right][snapback]609264[/snapback][/right]

That is what he wants. 10 minerals per kill. Setting it to 0 prevents it from getting infinite minerals.
Report, edit, etc...Posted by Ultramilkman on 2007-01-05 at 18:10:46
But won't that make him get only 10 minerals for 2 kills? (Lets say it's a splash unit, and it kills both enemy at the same time) What's the disadvantage of using -1?
Report, edit, etc...Posted by Mini Moose 2707 on 2007-01-06 at 00:15:28
QUOTE(rockz @ Jan 2 2007, 05:11 AM)
Kills to Cash is a forever annoying problem in SC.  Nobody has found a way to do it truly perfect.

Look into Thermo's method.
http://www.staredit.net/index.php?showtopic=6314
You might find it difficult to understand though.
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