How do u do money 4 kills?

Supa

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Yes but that makes, TONS of triggers. Why not just use unit scores?

Current players kill score is exactly 50 (A marine)

Set kill score for current player to 0
Add 4 minerals for current player
Preserve Trigger
Comment "Marine Kill"

(Use a hypertrigger for best accuracy)
This may not be as accurate but uses 100x less triggers, and with a hyper triggers its VERY accurate.
 

KillerMe

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Supa, that way doesn't work. Because it says, when get 50 kills, it sets your kill points to 0. Each unit is worth kill points (like 50+), so you would just keep getting minerals. The geniuses @ blizzard overlooked this.
 

Supa

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...Actually your wrong, ive used this technique in MANY maps.
Each unit has a score you see. A Zealot has a kill score of a 100. A marine has a kill score of 50, and a zergling has a killscore of 25. I havn't overlooked this. You probably thought i was talking about "kills" and not kill scores.

There very diffrent.
Version 1.0:
First version. Typed up all the units and the score for killing them.


This file includes the normal units for Starcraft and Brood War, as well as the unused units that can be obtained only by StarDraft. Use it however you like.

(Note: All units not mentioned, such as the mineral chunks and vespene cubes, do not give any
points.)


TERRAN UNITS

Men:

Marine - 100
Ghost - 350
Vulture - 150
Goliath - 400
Siege Tank - 700
SCV - 100
Firebat - 200
Medic - 250
Wraith - 800
Science Vessel - 1250
Dropship - 600
Battlecruiser - 2400
Valkyrie - 800
Gui Montag (Firebat) - 400
Civilian - 10
Sarah Kerrigan (Ghost) - 700
Alan Schezar (Goliath) - 800
Jim Raynor (Vulture) - 300
Jim Raynor (Marine) - 200
Tom Kazansky (Wraith) - 1600
Magellan (Science Vessel) - 2500
Edmund Duke (Siege Tank) - 1400
Arcturus Mengsk (Battlecruiser) - 4800
Hyperion (Battlecruiser) - 4800
Norad II (Battlecruiser) - 4800
Samir Duran (Ghost) - 700
Alexei Stukov (Ghost) - 700
Gerard DuGalle (Battlecruiser) - 4800

Special:

Vulture Spider Mine - 25

Buildings:

Command Center - 1200
Supply Depot - 150
Refinery - 150
Barracks - 225
Academy - 300
Factory - 600
Starport - 600
Science Facility - 825
Engineering Bay - 195
Armory - 300
Missile Turret - 150
Bunker - 150

Addons:

Comsat Station - 225
Nuclear Silo - 225
Control Tower - 300
Covert Ops - 225
Physics Lab - 225
Machine Shop - 225

Special Buildings:

Norad II (Crashed Battlecruiser) - 5000
Ion Cannon - 5000
Psi Disruptor - 3600
Power Generator - 600

Independent:

Independent Starport - 10

those are the terran ones.

I can give the rest... or the txt file itself.

(Opps got marine kill score mixed up... Its 100 not 50.. me stupid on that part. A lings 50.)
 

KOolicaNe

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I dont need sctrigger
i got tat but i dunno how to use it.
i dont get this" up to what numbers of kills?
and
"How often does it fire?"
and
code
:confused: :confused: :confused: :confused: :confused: :confused:
 

Supa

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See all sc trigger does is make tons and tons of triggers very fast. Then you just import them. See Up to what number of kills is how many kills you want the triggers to go up to. Like if you want it to add 1 mineral for each kill, and you have 500 in up to what number of kills then after 500 kills you wont get any minerals. This is also how many triggers are in import file.

How often does it fire...that would mean like, how many kills does it take for you to get the # of minerals.

I havn't used sc trigger in a long time but i believe code is the Units number, which it displays and you have to search for.

This adds much size to the map so beware. My way is a tiny bit unaccurate but uses LOTS of less triggers. (Im talkin it saves u 950 triggers if you set up to what # of kills to 1000.)

Its fast and easy, just adds map size thats the only problem i can see, which can be a big problem in some ways.
 

Bolt Head

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Originally posted by Supa
Yes but that makes, TONS of triggers. Why not just use unit scores?

Current players kill score is exactly 50 (A marine)

Set kill score for current player to 0
Add 4 minerals for current player
Preserve Trigger
Comment "Marine Kill"

(Use a hypertrigger for best accuracy)
This may not be as accurate but uses 100x less triggers, and with a hyper triggers its VERY accurate.
I hate this topic. . .

Supa the trigger you listed has a large margin for error, Mainly cause your condition requires it to be Exactly 50. So if you kill two units fast or a different unit then your score will not equal 50 and probably never will again. The trigger you have listed there by its self is almost useless.

Using specific values for the score can’t allow you to detect the units that are killed unless you have a extremely restricted range of units that can be killed at one point in time, Like some defense maps.

Anyways I hate talking about this topic people don’t realize that the system they should use relies very heavily on the exact circumstances of the map. Also Supra most kill score is equal to there mineral cost plus there gas coast.
 

Supa

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As i siad, a hyper trigger. It is not totaly usless. A hypertrigger makes it very accurate. Infac the only prob i see is when reavers attack and kill 2+ units at once. But for units with no splash its very good. Also you dont have to use exact, you can use at least. I just used exact as an example. Koolicane your question from your last post should be answerd.

Bolt my way does work ~_~ if you want me to prove it to you I will. Just go on uswest, find me (Im Supa-Dupa). And i will prove it to you.


Extremly restricted range? Im restricted to what scores are the same. Nothing more. Golems, rpgs even, this is easiy used. Its not that hard and very easy. My Elvenor Rpg uses it, my golems, and Elvenor 2 will use this system. (My golems just has at least 1 for score). Elvenor 2 and my Golems will use the hypertrigger.

Bolt if you dont know what a hypertrigger is, it makes all other triggers go really really fast (like 30x faster). So i could kill 1 marine and then another .4 seconds later and it would calculate it as 2 diffrent marines being killed. This system works for most maps.

Hell even quests rpg uses this system. (I know it does, and if you want me to prove this to you I WILL)(Although he used kills & razings).

so remember, i said HYPERTRIGGER. Read EVERYTHING.
 

KOolicaNe

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supa r u crazy?
U STILL DIDNT ANSWER THe QUESTION CORRECTLY!
i didnt talk about hyper trigger!
geez... i said money for kill trigger and sc trigger guide.. :fwink
 

Supa

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THAT wasnt directed twords you koolicane but BOLT. NOW for the 3rd time ive ANSWERED YOUR QUESTION:

See all sc trigger does is make tons and tons of triggers very fast. Then you just import them. See Up to what number of kills is how many kills you want the triggers to go up to. Like if you want it to add 1 mineral for each kill, and you have 500 in up to what number of kills then after 500 kills you wont get any minerals. This is also how many triggers are in import file.

How often does it fire...that would mean like, how many kills does it take for you to get the # of minerals.

I havn't used sc trigger in a long time but i believe code is the Units number, which it displays and you have to search for.

This adds much size to the map so beware. My way is a tiny bit unaccurate but uses LOTS of less triggers. (Im talkin it saves u 950 triggers if you set up to what # of kills to 1000.)

Its fast and easy, just adds map size thats the only problem i can see, which can be a big problem in some ways.


READ EVERY POST NOW. I need some pie.
 

Supa

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Then, whats your question?

"I dont need sctrigger
i got tat but i dunno how to use it.
i dont get this" up to what numbers of kills?
and
"How often does it fire?"
and
code"

was the last question you posted

How often does it fire...that would mean like, how many kills does it take for you to get the # of minerals.

I havn't used sc trigger in a long time but i believe code is the Units number, which it displays and you have to search for.

See Up to what number of kills is how many kills you want the triggers to go up to

Those 3 sentences answer your last question.

I dont know if there is any guild....Just ask a question here and we should be able to figure it out.

Now whats your question.
 

Bolt Head

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Originally posted by KOolicaNe
I dont need sctrigger
i got tat but i dunno how to use it.
i dont get this" up to what numbers of kills?
and
"How often does it fire?"
and
code
:confused: :confused: :confused: :confused: :confused: :confused:
UP to what number of kills is how many kills SC trigger will make copies for. If you put 1000 it will make triggers for killing up to 1000 units. Once you have killed more there won't be any triggers for it.

How often does it fire is a increment. If you wanted it to say give one mineral for every kill you would set that to 1. If you wanted instead to have it give you 20 minerals every 20 kills you would set the increment to 20 and change the action accordingly. You can also set a switch as part of the action. This allows you to set up another trigger to preform the action instead of having each trigger have the actions in it.

Also Triggers themself don't take up that much space even 1000 of them. This is something you shouldn't concern to much over. Just have the "up to what number of kills" cut off a little higher than the largest amount of kills you can see some one on your map ever getting. For example if your making a defence with 20 levels with 20 units each then there is no sence making triggers for more than 400 kills (20*20)

Originally posted by Supa
As i siad, a hyper trigger. It is not totaly usless. A hypertrigger makes it very accurate. Infac the only prob i see is when reavers attack and kill 2+ units at once. But for units with no splash its very good. Also you dont have to use exact, you can use at least. I just used exact as an example. Koolicane your question from your last post should be answerd.

Bolt my way does work ~_~ if you want me to prove it to you I will. Just go on uswest, find me (Im Supa-Dupa). And i will prove it to you.

Extremly restricted range? Im restricted to what scores are the same. Nothing more. Golems, rpgs even, this is easiy used. Its not that hard and very easy. My Elvenor Rpg uses it, my golems, and Elvenor 2 will use this system. (My golems just has at least 1 for score). Elvenor 2 and my Golems will use the hypertrigger.

Bolt if you dont know what a hypertrigger is, it makes all other triggers go really really fast (like 30x faster). So i could kill 1 marine and then another .4 seconds later and it would calculate it as 2 diffrent marines being killed. This system works for most maps.

Hell even quests rpg uses this system. (I know it does, and if you want me to prove this to you I WILL)(Although he used kills & razings).

so remember, i said HYPERTRIGGER. Read EVERYTHING.
I’m well aware of how your trigger works and I know what it can and can’t do. There are many variations and depending on the map you use it for they can have different levels of effectiveness mainly measured by the rate units are killed and things like splash damage. Using SC trigger and actually using Kills instead of Kill score is the only full proof way of getting money for kills to work perfectly on any map.

Also the fact that you would think I don’t know what a hyper trigger is, is insulting to me. I most likely know much more about then that you do. And if you like a little technical information hyper triggers (using wait 0) fire about 11.873 times a second witch is once every .084 seconds. Basicly 30x faster is about double the rate it actually checks triggers.
 

Supa

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Well i was imply if you didn't(I figured you did though). I know your a better map maker than me. I also never said it was full proof. I said it was close. Just that sc trigger can add a bunch of space, and if you put it up to 500, well maps like golems or open rpg's may need more.

I like the score system for most maps. Im Messing around with new ways etc... Although im thinking on using a
"Death" system.

Current Player has at least 1 death of <unit>

Add X of (Min, Gas, Both).
Subtract 1 death of <Unit> for current player.
Preserve

That i guess would also work......

I just do estimation here, im not perfect person. Im nor the brightest person alive.
I just put 30x becuz they make everything go really really fast :).
I never ment to insult you.

But actually that death idea should work correctly and almost if not perfectly...Heh I should make a test map for it :).

Pie = Good.


----------------------------------------------------------------------------------
Ok i just tested it...With about 20 Reavers killing...170 some marines....The marines where right around the Reavers. I used a death counter and death style system....let me tell you something.

IT WORKED GORGEOUS.
Just if you make it like +1 minerals every kill without a hypertrigger it goes kind of slow. Just kind of, but still 100% accurate.
 

Bolt Head

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The problem is the death system can't be used on most maps because it is impossable to tell what player the units death is a result of and therefore you don't know who to reward the minerals too. Its a good idea and works single player no problem, Or if you were wanting to reward an entire team the minerals for every death.
 

Supa

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Yeah that came across my mind to...these are the triggers that i used though:

(Force for all of them was "All players")
-----Trigger 1-----
--Conditions
-Always
--Actions
-Show leaderboard for kills labled "Kills"

-----Trigger 2-----
--Conditions
-Foes suffered at least 1 death of terran marine
--Actions
-Modify deaths counts for foes to subtract 1 kill..
-Add 1 mineral for current player.
-Preserve

I killed the computers men...i got the kills & minerals.

Ill play around with the triggers..Find a fast and easy way.

the way i did it just makes them forced to be unallied to you. Which then again is good because no feeding.
 

Bolt Head

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If you had like 4 players (human P1 - P4) that owned those triggers then the following could happen.

-Player 2 kills a comps unit
-Triggers begin to fire
-Player 1's triggers check first
-The condition of "Foes suffered at least one death of terran marine is true / actions carried out
-Player 1 gets a mineral and the deaths are subtracted
-Player 2's triggers check.
-Player 2's conditions are no longer true because player 1's subtracted the computers death.
-Same for P3 and P4

If you understand my order of logic then you will see that player one will get all the minerals for all the units killed even if his team mate kills them. This is asumeing of course that all the players have a common foe.

Anyways your action
"-Modify deaths counts for foes to subtract 1 kill.."
kind of confused me.

You stated modified deaths for the header but you said subtract one kill. "Did you mean deaths"

Or did you mean to subtract one kill score, or perhaps you had a brain fart and you were trying to use the non-existant trigger subtract one kill. I think you mean deaths.

Anyways you can come up with a somewhat complex system using death counters to check the unit that died combined with kill score for extra acurracy on the kill score method
. I haven't actually wrote out triggers that would do that, but maybe i should.
 

Supa

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This is exact trigger thing:
Modify Death Counts For Foes: Subtract 1 Kill for Terran Marine

But ill try it with multiple people etc...

Hmm...I have an idea...Knowing i have never tried this exact combination of triggers ~_~, it will probably fail.

Yeah, although it is a good 100% way for single player.
 

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