<noobie map maker>

D

darkfox300

well, i got all the basics and stuff down, so i decided to move on to making a bound. i looked around, and i found that a certain bond was unprotected. so i looked at the first level trigger, and make my first level with the knowledge of that trigger(all it is a like 5 medics blowing up lol). so i was wondering if anyone has like a personal mini bound i could see some triggers for, that could help. so noobs like to edit the map then save, but i dont do that, for i hate riggers and i hate dling all the time.

-ps- plz dont like insult me or anything(lol), i just am nooblar at bound maps and i needed help heh


well thanks
 

Atalfar

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well. since this thread is already up. can someone tell me how to convert kills into mineral for my RPG?
 

FakeNameHere

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Theres 3 ways
1. The hard way:
Condition
when player x kills at least x [unit]
Action
Modify resources for player x

continue that

2. The easier way
Condition
When player x's kills score is at least x
Action
Subtract x kills for current player
Modify resource

3. The easiest way [Also the most inaccurate]
Condition
When player x kills score is at least 1
Action
Set to zero kills for current player
Modify resource
 

Bolt Head

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No 3 has a round off because it uses Set to 0 instead of subtract. It is more inaccurate because it only counts one units deaths per trigger fireing time. If you kill more than one unit at the same time with spash damage or something then it only counts one unit.

No. 2 Instead subtracts the value witch allows it to build up and could actually spend several moments adding minerals as it subtracts kill score. This is only really acurrate depending on the units your killing though. Since units have differant values of points you receave when killing them you can't treat them as if there the same.
For Example: If you choce x to be 50 then it would work quite well for zerglings, But if you kill a ultralisk (400 i think) then the triggers would mistake that ultralisk as 8 zerglings. Of course some times people want this.

No. 1 is the biggest pain in the ass but is the most full proof.

Decideing what to use should reflect the enviroment of your map, yet many map makers don't know the differance or can't judge witch would be best for there map.
 

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