This is a little system I thought of, which is similar to the normal Perfect Kills to Cash system except that it doesn't require a dedicated player to use it. It's actually very simple. What you do is set it up so that if "Current Player" does /not/ have the most kills of <whatever>, a switch is set and "Current Player" has a DC (I'll call it "Not Killer" for this example) set to 1, and let "Current Player" kill one <whatever>. Then, have another trigger that gives "Current Player" whatever reward you want if they have the most kills of <whatever>, the switch is set, and the "Not Killer" DC is 0 for them. Then add a trigger that adds 1 to a DC (I'll call it "Reset") if the switch is set. The final trigger sets all the DCs related to this system to 0 and clears the switch if "Reset" is equal to the number of players.
Post has been edited 1 time(s), last time on Dec 28 2008, 4:13 am by TassadarZeratul. Reason: Fail example is fail.
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You still need to somehow reset the actual Kills, although I admit it's good since it doesn't require a useless player, I'd love to see a system that doesn't require a small section of the map devoted to adding more kills.
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You can easily reset the kills: If the switch is set and "Current Player" doesn't have Most Kills of <whatever>, let "Current Player" kill one <whatever>.
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
that will work unless the "I got most kills computer" does not doublekill or kills a second unit untill all kills are updated.
You can easily reset the kills: If the switch is set and "Current Player" doesn't have Most Kills of <whatever>, let "Current Player" kill one <whatever>.
Yeah, but I'd love a completely virtual system, instead of having to rope off a section of my map so I can kill units.
that will work unless the "I got most kills computer" does not doublekill or kills a second unit untill all kills are updated.
Yeah, but the idea of this is that it doesn't require a "I got most kills computer" instead the humans are all just competing, and you give the person with less kills more kills until they catch up, and for each kill you give them, you give the other players that are ahead money.
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Yeah, but the idea of this is that it doesn't require a "I got most kills computer" instead the humans are all just competing, and you give the person with less kills more kills until they catch up, and for each kill you give them, you give the other players that are ahead money.
Falk said it perfectly.
This seems to be somewhat confusing to some people, should I make an example map?
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Yes please, and try to make it fairly fast-updating if possible. It'd be a nice example to have. And if you can make it pretty efficient in space use, of course that'd be nice as well.
I only skimmed it, but if this works, we should make it multiplayer and try to do some testing with it to make sure it's solid, no?
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No... Most Kills reads true if you are tied for the most kills.
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Example map please. I can't understand the system, probably because I fail at thinking. How are you planning on detecting if the player does not have most kills?
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This is how I plan on detecting it:
Trigger 1: (All players)
Conditions:
Always
Actions:
Set "Switch 1".
Preserve Trigger.
Trigger 2: (All players)
Conditions:
Current player has Most Kills of <whatever>.
Actions:
Clear "Switch 1".
Preserve Trigger.
Trigger 3: (All players)
Conditions:
"Switch 1" is Set
Actions:
Set "Switch 2"
Preserve Trigger
Now, Switch Two will be Set if the Current Player doesn't have the Most Kills of <whatever>.
Post has been edited 1 time(s), last time on Dec 31 2008, 2:28 am by TassadarZeratul. Reason: U understand nao?
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Make a test map of this please.
I made it for you, TZ, since you are too lazy to do it yourself.
If it says OMG then you don't have most kills.
Now I get it TZ.
Post has been edited 3 time(s), last time on Dec 31 2008, 8:25 pm by ForTheSwarm.
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interesting. You still have a problem with actually killing the unit, unfortunately. In any case, this will work much faster than the default kills to cash, since multiple people can easily gain cash simultaneously, because you have to award cash based on who doesn't have the most kills.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
interesting. You still have a problem with actually killing the unit, unfortunately. In any case, this will work much faster than the default kills to cash, since multiple people can easily gain cash simultaneously, because you have to award cash based on who doesn't have the most kills.
What do you mean, "You still have a problem with actually killing the unit[/quote]"? That's easy.
@ForTheHorde: I'm not lazy, just depressed.
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What do you mean, "You still have a problem with actually killing the unit"? That's easy.
I'd love to see a system that doesn't require a small section of the map devoted to adding more kills.
not to mention it's woefully slow.
Could you explain further? I'm trying to use this, but I can't figure out what comes after the switch is set.
I've checked out ForTheSwarm's map, but doesn't it just say "OMG" repeatedly after someone kills a unit?
This is what I have so far (I just copied TassadarZeratul's post xP); I'm trying to give whoever kills a zealot 250 points:
Trigger("Player 1","Player 2","Player 3","Player 4"){
Conditions:
Always();
Actions:
Set Switch("Switch1", set);
Comment("zlotexpcheck1");
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3","Player 4"){
Conditions:
Most Kills("Protoss Zealot");
Actions:
Set Switch("Switch1", clear);
Comment("zlotexpcheck2");
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3","Player 4"){
Conditions:
Switch("Switch1", not set);
Actions:
Set Switch("Switch2", set);
Preserve Trigger();
Comment("zlotexpcheck3");
}
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I'll make a concept map... I was going to a while ago but I forgot.
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Ugh, if you don't already understand the
Kills to Cash Perfect, you most likely won't get this, so first, read that.
Now, the way this works, is it improves upon that system by removing the player that would have normally been reserved just to make the system works, it does not require one.
In the normal system, a computer is always kept one kill ahead of the other players, if any one catches up with it, that one is given money, and the computer and everyone else is given one more kill. This method does the same thing, except that all the players are equal, but as soon as one pulls ahead, the Most Kills only returns true for them, and not the others like it did before, so you give the money to that player and then give all the others another kill so that everyone is even again.
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