Quote from Spaced___Out
Here's the spell:
Execute for Player 2 (me, blue)
Conditions:
Player 2 brings exactly 1 [any unit] to 'spell name activation location'.
Actions:
Comment 'Spell Name'
Play 'sound' (which works fine, by the way, other than not sounding right for the spell...but that's just a matter of aesthetics)
Mute all non-trigger sounds for current player.
Move 1 Rhynadon for Player 4 (who owns all the Rhynadons) at 'Rhynadon Spawn 1' to 'North Enemy'.
Kill All Rhynadon for Player 4 at 'North Enemy'.
Move 1 Rhynadon for Player 4 at 'Rhynadon Spawn 2' to 'East Enemy'.
Kill All Rhynadon for Player 4 at 'East Enemy'.
Move 1 Rhynadon for Player 4 at 'Rhynadon Spawn 3' to 'South Enemy'.
Kill All Rhynadon for Player 4 at 'South Enemy'.
Move 1 Rhynadon for Player 4 at 'Rhynadon Spawn 4' to 'West Enemy'.
Kill All Rhynadon for Player 4 at 'West Enemy'.
Move All 'enemy unit' for Player 1 (who owns all the enemy units) at 'Spell Radius' to 'Dump'.
Wait 5000 ms.
Kill All [any unit] for Player 1 at 'Dump'.
Unmute all non-trigger unit sounds for current player.
Preserve Trigger (so if I just stand there the trigger reactivates constantly, which it does)
>_>...well...now that I'm looking at it...um, I feel kinda stupid. Haha. I have no Center View in there at all.
Execute for Player 2 (me, blue)
Conditions:
Player 2 brings exactly 1 [any unit] to 'spell name activation location'.
Actions:
Comment 'Spell Name'
Play 'sound' (which works fine, by the way, other than not sounding right for the spell...but that's just a matter of aesthetics)
Mute all non-trigger sounds for current player.
Move 1 Rhynadon for Player 4 (who owns all the Rhynadons) at 'Rhynadon Spawn 1' to 'North Enemy'.
Kill All Rhynadon for Player 4 at 'North Enemy'.
Move 1 Rhynadon for Player 4 at 'Rhynadon Spawn 2' to 'East Enemy'.
Kill All Rhynadon for Player 4 at 'East Enemy'.
Move 1 Rhynadon for Player 4 at 'Rhynadon Spawn 3' to 'South Enemy'.
Kill All Rhynadon for Player 4 at 'South Enemy'.
Move 1 Rhynadon for Player 4 at 'Rhynadon Spawn 4' to 'West Enemy'.
Kill All Rhynadon for Player 4 at 'West Enemy'.
Move All 'enemy unit' for Player 1 (who owns all the enemy units) at 'Spell Radius' to 'Dump'.
Wait 5000 ms.
Kill All [any unit] for Player 1 at 'Dump'.
Unmute all non-trigger unit sounds for current player.
Preserve Trigger (so if I just stand there the trigger reactivates constantly, which it does)
>_>...well...now that I'm looking at it...um, I feel kinda stupid. Haha. I have no Center View in there at all.
Oh man... no comment on that....
Quote from Spaced___Out
So...that explains that. But why are the Rhynadons always surviving the first time, but always dying if I stay on the trigger location? Also, the mute speech was meant to make the Rhynadon death sound not play. I don't think it worked Is that because they weren't owned BY me? Also, I should note that I have a trigger that always replenishes the Rhynadons if there aren't any.
In particular if you mixed up the the location names. E.g. move rhynadon to 'West Enemy' and kill rhynadon at 'East Enemy'.
I recommend taking a closer look at the trigger for slips of the pen.
If you still can't find anything you'll have to post the text triggers or your map.
I never used mute unit speech. I'm not sure what can be muted, but I know it's not everything. Make a testmap and check out for yourself and post the results.
Quote from Spaced___Out
But, if I'm remembering correctly, they DO only register 1 for each enemy killed in the score area too. And I don't know how to do that. It's the ACTUAL player's score that I was talking about. This is also relevant for any RPGs I want to make where Player score (XP), minerals (upgrade points/gold, etc.) AND gas (mana) are all used. I can't use one to figure the others in this way, well, except for upgrade points being linked to XP, but that I can do easily.
Converting the kills score (350 Hyd, 50 ling, etc.) to 1 per kill COULD be done, but it's probably not worth the effort, as you would need an elaborate death counter system with binary countoffs that compare the kills score with the dc value (which increases by 1 each kill).
Oh, wait... I think I know what you mean: There's a difference between (number of) Kills and Kills Score. Each time you kill a unit or building the kills go up by 1. But the respective score (razings or kills) goes up by the score value which is predetermined by Blizzard.
If you check my link, you'll notice, that there are a few kills-to-cash systems that use Kills Score, but the Kills-to-cash-perfect method uses (number of) Kills.
Quote from Spaced___Out
I've been told that I can change the number of points enemies are worth. Where can I do this? THAT'S what I was wanting to know. Well, that and what all the various categories meant, which you explained.
Quote from Spaced___Out
And now I have YET ANOTHER problem. I tested a map where I used myself (Player 1, green), one enemy Computer (Player 2, blue, no units but Start Location) and players 10-12. It didn't matter what I set them to because they always acted the same. Player 12 never did squat, even when I changed its settings. And both Pale Yellow (10) and Tan (11) were, for some reason, set as enemies...kind of. My units would immediately attack them and their units would all start following my units without attacking, except for their Infested Terrans, which would blow the crap out of me. If they always act the same then why does SCM Draft 2 have settings to change their behaviour? It doesn't seem to me that their behaviour CAN be changed. And why are they acting so stupid? I mean, at least they could just be neutral. But acting like that they wouldn't even make a good NEUTRAL Player (now that's sad), which makes them COMPLETELY useless. It should go without saying that I wasn't able to rescue any of these Players' units, not even 12's.
However modern editors still allow you to use those, but, as you noticed, they are no full customizable players.
There are only a few things you can do with them. Check this topic for more information.
Quote from Spaced___Out
I have another question also. How would I make a specific unit move to the area of another specific unit it just killed. For instance, if I had 12 Drones and one of them killed a Siege Tank, how would I get that one Drone (through triggers, not moving it there myself) to move to the exact spot that that particular tank was standing on?
If that won't work, you could follow a unit with an 1x1 pixel location and hyper triggers. Then order only the unit in your 1x1 location to attack the tank and order it there, when the tank is gone.