Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Variant Perfect Kills To Cash system
Variant Perfect Kills To Cash system
Dec 28 2008, 4:11 am
By: Biophysicist  

Jan 26 2009, 11:05 pm ForTheSwarm Post #21



Quote from Dead9
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?

Replace the trigger that says OMG with a trigger giving minerals/whatever and equalizing the kill amounts.



None.

Jan 27 2009, 4:07 am Dead9 Post #22



Eh, I think I understand that Kills to Cash perfect
So it checks who has the most kills, and if it's one of the players the player gets rewarded and everyone else gets a kill?

I'm trying to make a zealot worth 250 exp for players 1-4:
Quote
Trigger("Player 1","Player 2","Player 3","Player 4")
Conditions:
Always();
Actions:
Set Switch("Switch1", set);
Preserve Trigger();
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3","Player 4")
Conditions:
Most Kills("Protoss Zealot");
Actions:
Set Switch("Switch1", clear);
Preserve Trigger();
//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 3","Player 4")
Conditions:
Switch("Switch1", set);
Actions:
Set Switch("Switch2", set);
Preserve Trigger();
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3","Player 4")
Conditions:
Deaths("Current Player", "Alan Schezar (Goliath)", At least, 1);
Actions:
Set Deaths("Current Player", "Alan Schezar (Goliath)", Subtract, 1);
Move Location("Current Player", "Tassadar/Zeratul (Archon)", "Anywhere", "update");
Create Unit with Properties("Player 5", "Protoss Zealot", 1, "update", 2);
Preserve Trigger();
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3","Player 4")
Conditions:
Switch("Switch2", set);
Most Kills("Protoss Zealot");
Deaths("All players", "Alan Schezar (Goliath)", At most, 0);
Bring("All players", "Protoss Zealot", "updatearea", Exactly, 0);
Actions:
Set Deaths("All players", "Alan Schezar (Goliath)", Add, 1);
Set Deaths("Current Player", "Alan Schezar (Goliath)", Subtract, 1);
Set Deaths("Player 5", "Alan Schezar (Goliath)", Subtract, 1);
Set Score("Player 1", Subtract, 200, Total);
Set Score("Player 2", Subtract, 200, Total);
Set Score("Player 3", Subtract, 200, Total);
Set Score("Player 4", Subtract, 200, Total);
Set Score("Current Player", Add, 250, Total);
Set Switch("Switch2", clear);
Preserve Trigger();
Comment("reward");

It isn't working =S
The zealots keep on spawning, and I don't get what I'm doing wrong T_T



None.

Jan 27 2009, 4:11 am Dead9 Post #23



Edit: Whoops hit quote instead of edit x_X

Post has been edited 1 time(s), last time on Jan 28 2009, 5:11 am by Dead9.



None.

Jan 27 2009, 10:13 pm Falkoner Post #24



If all the players are equal, it returns True with the Most Kills condition, the way to detect someone being ahead is to see if they have the most kills and no one else.



None.

Feb 23 2009, 3:30 am NudeRaider Post #25

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Not to spoil the fun or anything, but Tuxlar invented that method some while ago and we discussed it in May 08 via PM:
Quote
Problem with the system that I recall was that it was possible with a lot of kills going on during a short period for all players to make the countoff inaccurate, potentially. So technically it wasn't "perfect". But it's pretty close, for most basic uses.





Feb 23 2009, 3:32 am Falkoner Post #26



Haha, I remember that, it was back when I didn't really understand death counts, so I kinda ignored it :P



None.

Jun 17 2009, 10:44 pm xYoshix Post #27



This concept is surely useful, but it is in need of more explaintion. I don't quite understand what is going on. An example map would help.

lol bump

:bleh:



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[05:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[05:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[05:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[03:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[12:51 am]
Oh_Man -- definitely EUD
[09:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[09:35 pm]
Vrael -- that is insane
[09:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
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