I replicated this from one of my maps that works and still somethings wrong- and a heads up, i tried this with both Custom points and death points and still i have this problem
when i get 10 kills i have it so you get a civilian and for debugging purposes tells you you got 10 kills. when i get 10 kills it doesent stop giving me civilians and telling me i got 10 kills. this is how its set up.
Trigger 1-
Players- 1-6
c: Current Player kills at least 10 men
a:Modify death counts for CP: add 1 for terran medic
Modify Score for current player: subtract 10 kills
Display for CP: 10 kills
Preserve
Trigger 2-
Players 1-6
c:CP has at least 1 deaths of terran medic
a:Create 1 civilain at civilian spawn for CP
modify death for CP subtract 1 terran medic
preserve
whats the problem?
Attachments:
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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
I replicated this from one of my maps that works and still somethings wrong- and a heads up, i tried this with both Custom points and death points and still i have this problem
when i get 10 kills i have it so you get a civilian and for debugging purposes tells you you got 10 kills. when i get 10 kills it doesent stop giving me civilians and telling me i got 10 kills. this is how its set up.
Trigger 1-
Players- 1-6
c: Current Player kills at least 10 men
a:Modify death counts for CP: add 1 for terran medic
Modify Score for current player: subtract 10 kills
Display for CP: 10 kills
Preserve
Trigger 2-
Players 1-6
c:CP has at least 1 deaths of terran medic
a:Create 1 civilain at civilian spawn for CP
modify death for CP subtract 1 terran medic
preserve
whats the problem?
Modifying the kills score doesn't affect the number of kills the player made. You will have to use kills score in the condition. The problem is if you got a mix of units that can be killed you cannot tell how many individual units the player has killed.
If there's always only 1 type of unit (like in def maps) you can subtract the exact kills score for that level to get accurate.
Im not following. The [men] doesent work why? and how does that make it never stop giving me civilians? and like i said this has worked before
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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
Im not following. The [men] doesent work why? and how does that make it never stop giving me civilians? and like i said this has worked before
I didn't say anything about [men].
I said the kills SCORE doesn't affect the NUMBER of kills.
e.g. you kill 1 marine, then you have killed 1 [men] and and have 100 kills score.
then you kill another unit: hydralisk, then you have killed 2 [men] and have 100+350 kills score.
Subtracting kills score then doesn't affect how many units you killed.
so got any suggestions as how to do this properly? what i just dont understand is that it works fine on some of my other testing maps.
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C: Current Player kills score is at least 1. (Killed a unit)
A: Set Kills score for Current Player to 0.
A: Modify Death Counts for Current Player to: Add 1 Terran Medic.
A: Preserve Trigger
C: Current Player has suffered at least 10 deaths of Terran Medic.
A: Modify Death Counts for Current Player to: Subtract 10 Terran Medic.
A: Create 1 Terran Civilian at Civilian Spawn
A: Display '10 Kills'
A: Preserve Trigger
That's how you'd go about doing it in its simplest form. Problems occur when you kill two or more enemies at the same time, but in defense maps that doesn't always make much of difference (it, could though).
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if i add hyper triggers u think itll fix it? cuz yes in my defenses you will kill alot of people in a small time frame lol
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Hyper triggers will help some of the problem, but the problem can still occur. There is a way to do Perfect Kills to Cash, but I don't know it off hand. Try searching for it.
Too late:
http://www.maplantis.org/index.php?pg=wiki;id=45#wiki_6
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i did it exactly like you told me to and it still doesent stop giving me kill points (when i get to 10 kill points it does give me another civilian). the 1st part of the trigger is whats repeating.
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Did you set score for kills to 0? Can't think of anything else, post triggers please.
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trigger 1
players 1-6
c:CP kills score is at least 1
a:mod death for cp add 1 medic
modify score for CP subract 1 kill
Preserve
trigger 2
players 1-6
c:CP suffered 10 deaths of medic
a:mod death subract 10 medics
create 1 civilian
preserve
i use at least and subtract because like with the civlian buying system i dont want to clog it so it skips some kills and doesent give accurate results.
and like i said this has worked before
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Well, the problem is, pretty much every unit has a kill score of over 50. That's why you need to set the score to 0 each time, which is also why that system will have problems.
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oh duh i totaly forgot about that. let me change this around, add hyper triggers and see how it plays. if i still have any problems all dive into the perfect system *gulp*
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Ok it works now and better with hyper triggers but still not perfect. however, in the final version i dont think players will kill as fast i was doing in my playtest so ill keep this method until the final tests if i notice any problems. thanks SO much for your help.
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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
Are there coming different types of units for a single level,
or do the players have to beat level 1 lings, then level 2 hyds and so on?
Because if you have only 1 type you can easily make your kills to cash perfect without using the complex setup of the "perfect method".
level 1 are reavers level 2 are archons level 3 are ultralisks etc but you know man ide go nuts programing a cash system with each level
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You need to have a different kill score for money each level, depending on the unit.
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If two types of monsters came out at the same time, you'd also have a problem.
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nah its just 1 enemy, and making a kill to civ trigger set for each level will drive me insane
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its not that hard
p:all.
c:wave 'y' is set
c:current player has at least 'x' kills score
a:give some cash
a:sub 'x' kills score for current player.
y = current wave
x = y's unit's appriopriate kill score.
just require 1 trigger for each level. It might take 20 minutes.
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