Recently I've decided to create a map for nostalgia sake. I'm having a bit of trouble trying to understand how I could accomplish making an experience system that works like this:
If player 1 kills a zergling owned by player 8, grant player 1 50 experience.
I have other computer players that will also attack and kill player 8's units as well.
Any ideas on how to make this work? It's been almost 10 years since I've made a map for SC1, so I'm a bit rusty.
None.
1.) Just player 1, or will multiple players be obtaining experience?
2.) Are zerglings only owned by player 8?
In general such systems as these are used:
Kills to Cash, substitute minerals/gas for whatever you're storing experience as - a
Death Counter perhaps - though your case might call for something even simpler than general kills to cash depending on
1 and
2.
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
1.) Just player 1
2.) Yes.
The solution "perfect kills to cash version 1" is exactly what I needed. Thanks
None.
An artist's depiction of an Extended Unit Death
Well, if it's just one player, you could do something super simple:
Player 1Player 8 suffered at least 1 deaths of Zerg ZerglingSet deaths for Player 8: subtract 1 for Zerg ZerglingModify Score for Player 1: add 50 customPreserve Trigger That's assuming you're using custom score to store experience; you can change it to add to a death counter or however, obviously.
In the article jjf linked, this is mentioned under "Rewards based on opponent deaths." The more complicated methods in that article are to solve the problem of not knowing which player killed the unit, but since you're only concerned with a single player, this shouldn't matter. Unless, of course, there are other players that can kill Player 8 Zerglings that you don't want to give Player 1 experience for.
Other computer players can kill lings tho so can't do straight off deaths
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
Speaking of the second method. Can't you just use Kill Unit to balance out the kills?
None.
Let me show you how to hump without making love.
In this case, I would use a system that takes into account the other players first and deducts their score, along with enemy deaths first. Then does the players. It was in the article jj listed. A system like this would, however, never be efficient if there are a lot of different kinds of units. Best you could do, would be to detect the highest scoring unit that they can kill first, then go down the list sorted by score.
Player 7Player 8 has suffered at least 1 death of Zerg UltraliskPlayer 7 has at least 800 scorePlayer 7 subtract 800 Kill ScorePlayer 8 subtract 1 death of Zerg UltraliskPreserve Trigger Just do this and repeat it for every unit they can kill. Your best option is to duplicate these triggers in accordance with how often that type of unit can be killed.
None.