Brain stump. Is there a way?

Lwek

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I'm on a stump right now. What I'm wondering is:
Is there a way to add minerals every time you create a worker that requires only a few triggers.
Example:
Build a SCV, it gets removed and you get 2 minerals every second. Build another SCV(now you have 2), it gets removed and you get 4 minerals every second. I don't want to have 50 triggers that do that. Can it be done with just a few?
 

-Azrael666-

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Well I know the way to do it with 50 triggers, but obviously so do you :p I'm going to mull it over for a few minutes.

I've determined that that's the only way to do it. Since there aren't variables, you'd have to make an individual trigger for adding 2 minerals, 4 minerals, etc anyways, there's no way around that. I love a question that makes me think though :D
 

Armored-Core

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Unfortunately, I believe Azrael is right. I will think about it and let you know if I come up with anything.
 

Heimdal

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Are you guys serious? There's a pretty easy way.

Conditions:
Current player brings at least 1 worker to Somewhere
Actions:
Remove 1 worker at Somewhere for current player
Add 1 to deaths of "workers made A" for current player
preserve trigger

Conditions:
Some timing condition
Current player has at least 32 deaths of "worker made A"
Actions:
Subtract 32 deaths of "worker made A" for current player
Add 32 deaths of "worker made B" for current player
Give 64 minerals to current player
preserve trigger

Conditions:
Some timing condition
Current player has at least 16 deaths of "worker made A"
Actions:
Subtract 16 deaths of "worker made A" for current player
Add 16 deaths of "worker made B" for current player
Give 32 minerals to current player
preserve trigger

...and so on until...

Conditions:
Some timing condition
Current player has at least 1 deaths of "worker made A"
Actions:
Subtract 1 deaths of "worker made A" for current player
Add 1 deaths of "worker made B" for current player
Give 2 minerals to current player
preserve trigger

And finally:

Conditions:
Some timing condition
Current player has at least 32 deaths of "worker made B"
Actions:
Subtract 32 deaths of "worker made B" for current player
Add 32 deaths of "worker made A" for current player
Preserve trigger

Conditions:
Some timing condition
Current player has at least 16 deaths of "worker made B"
Actions:
Subtract 16 deaths of "worker made B" for current player
Add 16 deaths of "worker made A" for current player
Preserve trigger

...and so on...

So you need the initial trigger, plus two each for 32, 16, 8, 4, 2, and 1 deaths. That's 13 total. And if you want to double the number of possible workers, all you need to do is add 2 more triggers.

If you had a small area off to the side of the map where you could hold the SCVs, you would only need one trigger per death value...
 

-Azrael666-

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I love binary systems. I guess I should have thought about it for more than a few minutes :p
 

Lwek

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Heimdal said:
Are you guys serious? There's a pretty easy way.

Conditions:
Current player brings at least 1 worker to Somewhere
Actions:
Remove 1 worker at Somewhere for current player
Add 1 to deaths of "workers made A" for current player
preserve trigger

Conditions:
Some timing condition
Current player has at least 32 deaths of "worker made A"
Actions:
Subtract 32 deaths of "worker made A" for current player
Add 32 deaths of "worker made B" for current player
Give 64 minerals to current player
preserve trigger

Conditions:
Some timing condition
Current player has at least 16 deaths of "worker made A"
Actions:
Subtract 16 deaths of "worker made A" for current player
Add 16 deaths of "worker made B" for current player
Give 32 minerals to current player
preserve trigger

...and so on until...

Conditions:
Some timing condition
Current player has at least 1 deaths of "worker made A"
Actions:
Subtract 1 deaths of "worker made A" for current player
Add 1 deaths of "worker made B" for current player
Give 2 minerals to current player
preserve trigger

And finally:

Conditions:
Some timing condition
Current player has at least 32 deaths of "worker made B"
Actions:
Subtract 32 deaths of "worker made B" for current player
Add 32 deaths of "worker made A" for current player
Preserve trigger

Conditions:
Some timing condition
Current player has at least 16 deaths of "worker made B"
Actions:
Subtract 16 deaths of "worker made B" for current player
Add 16 deaths of "worker made A" for current player
Preserve trigger

...and so on...

So you need the initial trigger, plus two each for 32, 16, 8, 4, 2, and 1 deaths. That's 13 total. And if you want to double the number of possible workers, all you need to do is add 2 more triggers.

If you had a small area off to the side of the map where you could hold the SCVs, you would only need one trigger per death value...
I had been thinking something like this but once it reached over 10 triggers, I stopped thinking. I'm trying to get it to 100 SCVs and 100 Probes.
Although this is the best idea I've got.
 

Heimdal

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Then you only need 2 more triggers (the highest death count for one trigger will be 64) and you'll be able to make 127 probes/scvs. That's 15 triggers total. If you had a holding area, you could do it in 8 triggers by giving the scvs/probes to other players to mark them as "counted."
 

Armored-Core

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I am a little confused as to how this would work if he wants 2 minerals for a kill, 4 minerals for 2 kills, 6 minerals for 3 kills, 8 minerals for 4 kills and so on. To me it looks like you are only covering 1, 2, 4, 8, 16, and 32 deaths. Unless I read wrong? Please explain in simpler terms, I have a hard time reading long strains of triggers.
 

-Azrael666-

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It's a binary system. Let's say he had accumulated 37 deaths total. The first set of triggers would subtract 32 from A, then 4, then 1, and give him the respective amounts, thus adding 74 minerals. While it subtracts the said amounts from A, it adds them to B, which keeps track of his total. The second set of triggers simply refills A from B, and then the process can start over again.
 

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