Ammo

-MatriX-

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Old Subject-->How would that only work for 1 player? All you have to do is do a kill score, too. Then make the "Custom" score go down but not show the kill score, like your kill score is 50 (Killed a zergling) and:
_____________________

Computer has suffered one death of zergling
Human kill score is exactly 50
(Other triggers)
_____________________

Then just use hyper triggers, but I think that's where you guys were leading to.


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Bolt Head

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The problem is the condtions have no way to detect who kills the units. So triggers have no idea whom to subtract the "ammo" from

Fake Name. That is good but if your trying to prevent a hyper trigger for other triggers it dose practicly the same thing. Also during the time that those triggers are running other triggers with waits will be delayed. This includes the copys of that same trigger. The "hyper" effect on that trigger would run out rather quickly depending on how many times you copied it.
 

-MatriX-

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Okay count me out I can't help. You should re-read my upper post, see if it makes any sense. But also, you could subtract the kills score so that it coudl re-run the trigger without having to make another one.

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Bolt Head

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Im aware of that Matrix the problem is the condtions not your actions. The condtions are "Computer player suffers at least 1 death of unit". The problem is no matter who kills this unit this condtion is true for all players thus it will try to subtract the ammo from all the players. But if your actions set the deaths back to 0 then only the first player gets ammo subtracted any time any of the players kills a unit.
 

-MatriX-

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Like I said, count me out.:(

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-MatriX-

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Sorry, that's just how it's always worked for me but I never try it on Battle.net. Go ahead, flame me, please other mods and staff let him, I deserve it.

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REDMAN-Dragon

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OK OK, I know that with Ammo were you have magazines, and you run out of Ammo and you are Reloading, all they did was make it so you become Allied with the baddies, then when you are done reloading, you become enemies. So you can still do the Attack Button and force the attack.

On StarShip Troopers however, Ammo counts towards each kill you take. So one kill = one ammo point. Get my point?

-Red

DWOPS! DOUBLE POST! I DIDN'T SEE THIS POST!!! The post down below is the same thing! :madatu :madatu :fencing :shoot
 

REDMAN-Dragon

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OK OK! This is my second time writing this since I pushed the Back button by accident....

Anyways, when you have Ammo with Magazines, and you run out of ammo, and you are reloading, they made it so you allie the enemy, but when you are done reloading, you become enemy with them again. So you can force your attacks as well.

In StarShip Troopers, however, every kill counts to one Ammo. You get this? Yeah so what if you don't, do YOU wana fight about it?

-Red
 

Bolt Head

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Thats a interesting idea, But then you can't move to get more ammo. It would proboly be better just to move the marine and replace it with a Civ when your out of ammo.
 
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i think that masterminds idea was good.. maybe you dont have to go get ammo.. just change magazines.. (just disable the unit for about 3 secs then just enable him again)..
 

REDMAN-Dragon

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Good idea Hunter, Master, and Bolthead...I wonder if that would work. Someone should try it. BTW, sorry about the double post, i had no idea that it even did the first one....weird...

[glow=red]-Red[/glow]
 

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wouldnt disaabling the unit just crash the game? i cant give it to another player cause they would go amok, and i cant give it to p12 cause i cant, and i cant change to civ cause i have a plane, and if u die over seas, u lose a guy.
 

-MatriX-

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Actually, some units are fine with disabling like marines and such, but not a civilian. You would have to make sure every single unit that you planned as a character could be disabled without crashing.

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