Staredit Network

Staredit Network -> Concepts -> Perfect Kills to Cash Method
Report, edit, etc...Posted by Vindexus on 2004-10-15 at 13:15:06
It's perfect. If it isn't, I'll make it so, or rename it.
Report, edit, etc...Posted by Crispie on 2004-10-15 at 23:07:54
dude, that is awesome! It is the most simple and reliable kill to cash system ive seen yet, congrats! Im using this haha.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-10-16 at 00:24:31
Before we give all the credit to Vindexus, we must credit Thermo. This is just a modified version to suit any unit as well as more recent and understandle. Good job nonetheless, though.
Report, edit, etc...Posted by Vindexus on 2004-10-16 at 01:51:30
I know, i gave Thermo credit in the game, don't worry.
Report, edit, etc...Posted by BSTRhino on 2004-10-16 at 02:39:55
Wow, it took me a while to work out, but that was actually really clever, probably some of the most clever triggers I have seen.

It is so simple. I mean, it's just like, when player 1 kills for example a marine, a trigger notices they have the most kills of Terran Marines, and so it gives other players a marine to kill as well, and keeps doing this until player 1 no longer has the most kills of the Terran marine. That is so clever.
Report, edit, etc...Posted by EzDay281 on 2004-10-16 at 12:31:28
I had the feeling it would be somehow related, like, or similar to Thermo's method...
Report, edit, etc...Posted by RexyRex on 2004-10-16 at 18:13:21
Thats...perfect.
Report, edit, etc...Posted by animaljr on 2004-10-16 at 22:21:29
the triggers were weird to me... im not exactly sure what im doing...
Report, edit, etc...Posted by RexyRex on 2004-10-17 at 21:31:31
I'll be giving credit to Thermo and Vindexus in my maps now, anyone else for me to add?
(Only maps with K2C).
Report, edit, etc...Posted by Thermo on 2004-10-18 at 21:35:46
Little warning ahead of time the counter is still slow as it was before, just now it covers specific units which will make it a little faster. I thought of this some time back just never got around to posting it up so gj Vindexus.

Btw this is just a modified version of a map I created a while back it is somewhere here in the concepts forum with really good comments, when people ask for help with kills to cash could you reference that thread instead of my first kills to cash map.

Here is the link http://www.staredit.net/index.php?showtopic=3557 so please reference that from now on kk.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-19 at 03:48:04
You know what you need to do to speed up your system

Use a spash damage unit instead of your cannons thing. For example have a ring of lurkers constantly attacking a burrowed unit in the middle. Then whenever you spawn the unit to die you don't have to wait for any unit to target it cause it going to die from the spash damage already there, and the proper player is still credited. Of course you can't kill things like air units with lurkers but i suppose you could always have a valkorie system on top of it if you need it to include air.
Report, edit, etc...Posted by Crispie on 2004-10-19 at 14:43:17
Good idea Bolt Head. and have corsairs or valks for air.
Report, edit, etc...Posted by .Coko[CK] on 2004-10-19 at 16:49:44
Choose Corsairs over Valks, because Valks sometimes don't attack and speed of attack once targetted is slower.
Report, edit, etc...Posted by Thermo on 2004-10-20 at 02:27:28
if anything you should have two enemy temps constantly storming each other over the area where units spawn and have a trigger that reduces units that spawn there to 0% life so it is like the units spawns then dies instantly, but it doesn't speed it up all that much cause the units have to spawn which takes some time then they have to die which takes some more time so in the end there is a big speed cap on how fast the triggers can execute.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-20 at 10:35:08
And do you know a way to get templars to constantly storm a area or is that just a (this would be nice). The temps have to be owned by the human player anyways. I'm just saying the spash damage would speed it up i know it won't be instantanous but it would be faster.
Report, edit, etc...Posted by .Coko[CK] on 2004-10-20 at 15:18:24
Templar's can be two computer control players who are not allied, and are just far apart and should attack each other.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-10-20 at 16:54:17
If two players kill a lot of units at the same time the whole system goes to Hell I would think. Which is what I need.. a system that supports multiple players killing a lot of units at the same time.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-20 at 17:28:52
QUOTE(Coko @ Oct 20 2004, 02:18 PM)
Templar's can be two computer control players who are not allied, and are just far apart and should attack each other.
[right][snapback]87112[/snapback][/right]


But the whole point of the system is to have every other player also kill a unit. So computers can't cast it because the human player won't get the kill.
Report, edit, etc...Posted by Thermo on 2004-10-23 at 03:20:55
Heh when i said enemy i meant the computer who is the comp to keep track of the most kills value. By speeding that comp up everyone else speeds up.

Btw the system doesn't go to hell it is just rather slow which is the problem. There is no way to speed it up futher but this method will make sure every kill gets counted.
Report, edit, etc...Posted by Lisk on 2004-10-23 at 05:10:40
...after all who said you get minerals and experience instantly? tongue.gif
Report, edit, etc...Posted by RexyRex on 2004-10-23 at 14:33:03
You should just have a marine or two with 9999 damage.
Report, edit, etc...Posted by SelfPossessed on 2004-10-23 at 17:05:45
I didn't notice that thermo's kill counter was posted on SEN. blink.gif

I already told thermo of a potential way to make it faster, but he didn't do it. T_T

Have a bunker full with fbats for each player in the kill area. Have a visible burrowed unit there constantly set to 100% health. Move the bunker. The fbats should constantly hit the burrowed unit. When the unit to be killed is spawned, the splash should kill it. Since the unit doesn't have a pylon or whatever in the way, the splash should be fine.

I've never tested to see if fbats in bunkers can actually attack the middle of the bunker though. If they can't, then this method won't work. Ah well.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-25 at 10:41:05
I suggested using spash damage on the last page.
Report, edit, etc...Posted by phlemhacker99 on 2004-10-26 at 14:54:37
I can't dl it here so canyou list the trigger(s)?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-27 at 00:41:33
Arg the stuff i do for you people
CODE

#-------------------------------------Trigger-------------------------------------
PLAYERS:
CONDITIONS:
ACTIONS:
#-------------------------------------Trigger-------------------------------------
PLAYERS:
CONDITIONS:
ACTIONS:
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Force 1
CONDITIONS:
Most Kills: Current player has the most kills of 'Terran Marine'.
Elapsed Time: Elapsed scenario time is 'at least' '2' game seconds.
Bring: 'Player 6' brings 'exactly' '0' 'Terran Marine' to '! Killing Area'.
ACTIONS:
Comment: Comment: 'Kill Marine'.
Set Deaths: Modify death counts for 'All Players': 'Add' '1' for 'Terran Academy'.
Set Deaths: Modify death counts for 'Current Player': 'Subtract' '1' for 'Terran Academy'.
Display Text Message: Display for current player: 'You''ve killed a Marine (+5)'.
Preserve Trigger: Preserve Trigger.
Set Resources: Modify resources for 'Current Player': 'Add' '5' 'Ore'.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 5
CONDITIONS:
Always: Always.
ACTIONS:
Set Alliance Status: Set 'Player 6' to 'Enemy'.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Force 1
CONDITIONS:
Most Kills: Current player has the most kills of 'Terran Ghost'.
Elapsed Time: Elapsed scenario time is 'at least' '2' game seconds.
Bring: 'Player 6' brings 'exactly' '0' 'Terran Ghost' to '! Killing Area'.
ACTIONS:
Comment: Comment: 'Kill Ghost'.
Set Deaths: Modify death counts for 'All Players': 'Add' '1' for 'Terran Factory'.
Set Deaths: Modify death counts for 'Current Player': 'Subtract' '1' for 'Terran Factory'.
Display Text Message: Display for current player: 'You''ve killed a Ghost (+15)'.
Preserve Trigger: Preserve Trigger.
Set Resources: Modify resources for 'Current Player': 'Add' '15' 'Ore'.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Force 1
CONDITIONS:
Most Kills: Current player has the most kills of 'Terran Battlecruiser'.
Elapsed Time: Elapsed scenario time is 'at least' '2' game seconds.
Bring: 'Player 6' brings 'exactly' '0' 'Terran Battlecruiser' to '! Killing Area'.
ACTIONS:
Comment: Comment: 'Kill Battlecruiser'.
Set Deaths: Modify death counts for 'All Players': 'Add' '1' for 'Terran Barracks'.
Set Deaths: Modify death counts for 'Current Player': 'Subtract' '1' for 'Terran Barracks'.
Display Text Message: Display for current player: 'You''ve killed a Battlecruiser (+2)'.
Preserve Trigger: Preserve Trigger.
Set Resources: Modify resources for 'Current Player': 'Add' '2' 'Ore'.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Force 1
CONDITIONS:
Most Kills: Current player has the most kills of 'Protoss Dark Archon'.
Elapsed Time: Elapsed scenario time is 'at least' '2' game seconds.
Bring: 'Player 6' brings 'exactly' '0' 'Protoss Dark Archon' to '! Killing Area'.
ACTIONS:
Comment: Comment: 'Kill Dark Archon'.
Set Deaths: Modify death counts for 'All Players': 'Add' '1' for 'Terran Command Center'.
Set Deaths: Modify death counts for 'Current Player': 'Subtract' '1' for 'Terran Command Center'.
Display Text Message: Display for current player: 'You''ve killed a Dark Archon (+7)'.
Preserve Trigger: Preserve Trigger.
Set Resources: Modify resources for 'Current Player': 'Add' '7' 'Ore'.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 5
Force 1
CONDITIONS:
Deaths: 'Current Player' has suffered 'at least' '1' deaths of 'Terran Academy'.
ACTIONS:
Comment: Comment: 'Create Marine to Kill'.
Preserve Trigger: Preserve Trigger.
Move Location: Center location labeled '! Update Kill Score' on 'all' 'Protoss Pylon' for 'Current Player' at 'Anywhere'.
Create Unit: Create '1' 'Terran Marine' at '! Update Kill Score' for 'Player 6'.
Set Hit Points: Set hit points for 'all' 'Men' owned by 'Player 6' at '! Update Kill Score' to '1'%.
Set Deaths: Modify death counts for 'Current Player': 'Subtract' '1' for 'Terran Academy'.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 5
Force 1
CONDITIONS:
Deaths: 'Current Player' has suffered 'at least' '1' deaths of 'Terran Command Center'.
ACTIONS:
Comment: Comment: 'Create Dark Archon to Kill'.
Preserve Trigger: Preserve Trigger.
Move Location: Center location labeled '! Update Kill Score' on 'all' 'Protoss Pylon' for 'Current Player' at 'Anywhere'.
Create Unit: Create '1' 'Protoss Dark Archon' at '! Update Kill Score' for 'Player 6'.
Set Hit Points: Set hit points for 'all' 'Men' owned by 'Player 6' at '! Update Kill Score' to '1'%.
Set Deaths: Modify death counts for 'Current Player': 'Subtract' '1' for 'Terran Command Center'.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 5
Force 1
CONDITIONS:
Deaths: 'Current Player' has suffered 'at least' '1' deaths of 'Terran Factory'.
ACTIONS:
Comment: Comment: 'Create Ghost to Kill'.
Preserve Trigger: Preserve Trigger.
Move Location: Center location labeled '! Update Kill Score' on 'all' 'Protoss Pylon' for 'Current Player' at 'Anywhere'.
Create Unit: Create '1' 'Terran Ghost' at '! Update Kill Score' for 'Player 6'.
Set Hit Points: Set hit points for 'all' 'Men' owned by 'Player 6' at '! Update Kill Score' to '1'%.
Set Deaths: Modify death counts for 'Current Player': 'Subtract' '1' for 'Terran Factory'.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 5
Force 1
CONDITIONS:
Deaths: 'Current Player' has suffered 'at least' '1' deaths of 'Terran Barracks'.
ACTIONS:
Comment: Comment: 'Create BC to Kill'.
Preserve Trigger: Preserve Trigger.
Move Location: Center location labeled '! Update Kill Score' on 'all' 'Protoss Pylon' for 'Current Player' at 'Anywhere'.
Create Unit: Create '1' 'Terran Battlecruiser' at '! Update Kill Score' for 'Player 6'.
Set Hit Points: Set hit points for 'all' 'Men' owned by 'Player 6' at '! Update Kill Score' to '1'%.
Set Deaths: Modify death counts for 'Current Player': 'Subtract' '1' for 'Terran Barracks'.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 6
CONDITIONS:
Command: 'Current Player' commands 'at most' '20' 'Men'.
ACTIONS:
Create Unit: Create '1' 'Terran Marine' at '6 Creator' for 'Current Player'.
Create Unit: Create '1' 'Terran Ghost' at '6 Creator' for 'Current Player'.
Create Unit: Create '1' 'Terran Battlecruiser' at '6 Creator' for 'Current Player'.
Create Unit: Create '1' 'Protoss Dark Archon' at '6 Creator' for 'Current Player'.
Run AI Script At Location: Execute AI script 'JYDg' at '6 Creator'.
Preserve Trigger: Preserve Trigger.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Force 1
CONDITIONS:
Bring: 'Current Player' brings 'at least' '1' 'Terran Engineering Bay' to '! Air'.
ACTIONS:
Comment: Comment: 'Lift Ebay'.
Move Location: Center location labeled '! Create Building' on 'all' 'Terran Engineering Bay' for 'Current Player' at 'Anywhere'.
Remove Unit: Remove all 'Terran Engineering Bay' for 'Current Player'.
Create Unit with Properties: Create '1' 'Terran Engineering Bay' at '! Create Building' for 'Current Player'. Apply Properties ('1').
Preserve Trigger: Preserve Trigger.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Force 1
CONDITIONS:
Bring: 'Current Player' brings 'at least' '1' 'Terran Science Facility' to '! Air'.
ACTIONS:
Comment: Comment: 'Lift SV'.
Move Location: Center location labeled '! Create Building' on 'all' 'Terran Science Facility' for 'Current Player' at 'Anywhere'.
Remove Unit: Remove all 'Terran Science Facility' for 'Current Player'.
Create Unit with Properties: Create '1' 'Terran Science Facility' at '! Create Building' for 'Current Player'. Apply Properties ('2').
Preserve Trigger: Preserve Trigger.


Edit: Deleted Hyper triggers cause there spamlike.
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