Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Shared Exp in a RPG?
Shared Exp in a RPG?
Dec 27 2010, 4:42 am
By: Nib-  

Dec 27 2010, 4:42 am Nib- Post #1



I have a RPG that I want to finish before moving on to SC2. I was wondering what triggers would you set in order to have a shared exp where Force 1 has the same amount of kills/razing?



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Dec 27 2010, 5:01 am Vrael Post #2



There are a few different ways you could do it. Each time an individual player gets some sort of "points" or "score", you could have triggers to subtract their score and add it to a community pot. Or you could simply add score for "Force 1" each time, but for example, say P1,2,3,4 are in Force 1, the action "Add 10 Points for Force 1" will give P1 10 points, P2 10 points, P3 10 points, P4 10 points, so the condition "Force 1 has at least 40 points" will be true.



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Dec 27 2010, 5:08 am Nib- Post #3



Quote from Vrael
There are a few different ways you could do it. Each time an individual player gets some sort of "points" or "score", you could have triggers to subtract their score and add it to a community pot. Or you could simply add score for "Force 1" each time, but for example, say P1,2,3,4 are in Force 1, the action "Add 10 Points for Force 1" will give P1 10 points, P2 10 points, P3 10 points, P4 10 points, so the condition "Force 1 has at least 40 points" will be true.

Hmm.. I tried to give it all to 1 computer which would keep track.

Players: 1,2,3,4,5,6
Condition: Current Player kills and razings score is at least 25.
Action: Set Score:
--Modify score for Current Player: Subtract 25 Kills and razings.
--Modify score for Player 7: Add 25 Kills and razings.
--Preserve Trigger

This just created an infinite loop and instead of subtracting 25 Kills and razings, it just constantly gave Player 7 25. Also, there are about 6 hyper triggers in this map so could that have any effect?



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Dec 27 2010, 5:13 am DevliN Post #4

OVERWATCH STATUS GO

I think you need to work with kill score rather than kills.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Dec 27 2010, 5:17 am Nib- Post #5



Quote from DevliN
I think you need to work with kill score rather than kills.


O.o i did... isn't kills and razings, kill score...



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Dec 27 2010, 6:17 am Vrael Post #6



It's not actually an infinite loop, it just means the CP has more than 25 kills and razings at all times.

Try something like this:
Conditions:
Current Player has at least 1000 Kill Score
Actions:
Subtract 1000 for Current Player
Add 1000 for Player 7
Preserver Trigger

Conditions:
Current Player has at least 100 Kill Score
Actions:
Subtract 100 for Current Player
Add 100 for Player 7
Preserver Trigger

Conditions:
Current Player has at least 10 Kill Score
Actions:
Subtract 10 for Current Player
Add 10 for Player 7
Preserver Trigger

Conditions:
Current Player has at least 1 Kill Score
Actions:
Subtract 1 for Current Player
Add 1 for Player 7
Preserver Trigger

or use binary increments or w/e you prefer.



None.

Dec 27 2010, 6:25 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

more than 3 hyper triggers is redundant.

If you want to give shared EXP (ie player1 kills a zergling, everyone on force 1 gets exp) then you have a number of ways, all of which are "kills to cash" with "cash" being EXP in this case.

You can use kill score as has been said:

Players: force 1
Condition: Current Player kills score is at least 50
Foes have suffered at least 1 death of zergling
Action: Set Score:
--Modify score for Current Player: Subtract 50 Kills
--subtract 1 death of zergling for foes
--Modify score for Player 7: Add 25 custom * (can be replaced with a death count)
--Add 1 deaths for cantina for force 1. (cantina is the DC which stores experience).
--Preserve Trigger

And do this for each unit you plan on killing and giving exp during the game. Note that if you only have 1 computer, the kills score is completely unnecessary, and you need only subtract 1 death and give exp to the force (unless of course another computer can kill the computer's units).

I'm not entirely sure what you want to do with the whole "shared exp thing", however if you want to have everyone's kill and razings score identical at all times, then you can use shared minerals to the same effect (shared minerals means everyone has the same minerals regardless of whether they gain money or spend it). If you don't have anything that changes kill/razings score except killing stuff, then you can also just use binary countoffs and transfer into a DC representing kills and razings.

We need more details on what you want, as I'm sure the things I mentioned are way over your head.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 27 2010, 6:51 pm Nib- Post #8



Quote from rockz
more than 3 hyper triggers is redundant.

If you want to give shared EXP (ie player1 kills a zergling, everyone on force 1 gets exp) then you have a number of ways, all of which are "kills to cash" with "cash" being EXP in this case.

You can use kill score as has been said:

Players: force 1
Condition: Current Player kills score is at least 50
Foes have suffered at least 1 death of zergling
Action: Set Score:
--Modify score for Current Player: Subtract 50 Kills
--subtract 1 death of zergling for foes
--Modify score for Player 7: Add 25 custom * (can be replaced with a death count)
--Add 1 deaths for cantina for force 1. (cantina is the DC which stores experience).
--Preserve Trigger

And do this for each unit you plan on killing and giving exp during the game. Note that if you only have 1 computer, the kills score is completely unnecessary, and you need only subtract 1 death and give exp to the force (unless of course another computer can kill the computer's units).

I'm not entirely sure what you want to do with the whole "shared exp thing", however if you want to have everyone's kill and razings score identical at all times, then you can use shared minerals to the same effect (shared minerals means everyone has the same minerals regardless of whether they gain money or spend it). If you don't have anything that changes kill/razings score except killing stuff, then you can also just use binary countoffs and transfer into a DC representing kills and razings.

We need more details on what you want, as I'm sure the things I mentioned are way over your head.

This map has already been completed, which means the flexibility of creating a shared exp system would be very low. Using the mineral count would be a great idea, but it's already used for upgrades and such, same with custom score. I'm just trying to make players 1-6 have the same kills and razings score, help would be appreciated...



None.

Dec 27 2010, 7:26 pm NudeRaider Post #9

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

He doesn't mean to use mineral count. You use death counters and/or kills and razings score INSTEAD of minerals which are used in kills-to-cash systems.

If you're not telling us what your problems are with implementing the systems we recommended to you we can't help you solve them.




Dec 29 2010, 1:40 am CecilSunkure Post #10



Quote from Nib-
I'm just trying to make players 1-6 have the same kills and razings score, help would be appreciated...
There are a lot of different ways to go about this.

The most fool-proof way to go about it is to detect when someone kills the most of a particular unit, with the "Most kills" condition. Whenever someone meets this condition, add to a death counter a specific amount of deaths, which will represent the score gained from killing this unit. Then, add one to the kills of all other players of that type of unit. Create one trigger like this for every human player for every type of unit to be accounted for. This will assure that every kill of every unit for all human players is accounted for, and scored only once. Then each trigger loop (or you can optimize it so this happens only when the death count counting total score changes) transfer the deaths from this counter into the kills and razings of each human player. You do this "transfer" with the use of a binary countoff (if you don't know what this is, use the search function). Then, re-transfer the amount back into the deaths counter immediately. This system will use the actual kills and razings score simply as a display, where the actual cumulation of score is stored in the death counter. What I just described is a variant of the "kills to cash perfect" system.



None.

Dec 29 2010, 5:03 am Vrael Post #11



You could try separating it into 2 triggers:

Condition:
Current Player Kill Score is at least 10
Action:
Subtract 10 Kills for current player
Add 10 Kills for P7
preserve


Condition:
Current Player Razings is at least 10
Action:
Subtract 10 Razings for current player
Add 10 Razings for P7
preserve

maybe that'll work.



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