add money
Apr 1 2008, 12:40 am
By: lilneo  

Apr 1 2008, 12:40 am lilneo Post #1



ok so ive done this before and i know there is some essential thing missing, i just cant figure it out. here is what im using:

Trigger
Players

  • P1
  • Conditions

  • Switch(Switch 10, Set);
  • Kills(P1, AtLeast, 1, AnyUnit);
  • Actions

  • SetSwitch(Switch 10, Clear);
  • SetResources(P1, Add, 1, Gas);
  • Wait(5);
  • SetSwitch(Switch 10, Set);
  • PreserveTrigger();
  • Comment("add gas");


  • and my problem is that once i kill one unit my gas doesnt stop going up, i cant remember how to make it stop so when you kill a unit your gas gos up by one then thats it

    P.S. what going on? ^ ^ ^ isnt that supost to make some special setup box thing or something?



    None.

    Apr 1 2008, 12:45 am candle12345 Post #2



    You aren't telling it to set kills to nil.
    I can't remember whether you can do that.
    Set it to foes suffering deaths, then set their deaths to 0.



    None.

    Apr 1 2008, 12:51 am lilneo Post #3



    soo instead of checking kills? check deaths? i was gona try that but i figured it was the same thing...

    just tested... and that doesnt change it -.-

    Post has been edited 1 time(s), last time on Apr 1 2008, 12:56 am by lilneo.



    None.

    Apr 1 2008, 1:03 am rockz Post #4

    ᴄʜᴇᴇsᴇ ɪᴛ!

    Well, your conditions are constantly being met... You have a "kills(at least 1 any unit) in there, which is always met whenever you kill at least 1 any unit, so you will always get the gas. What do you want to do? 1 gas per kill?



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

    Apr 1 2008, 1:10 am lilneo Post #5



    yes i know al my conditions are met and stuff, and yes i want 1 gas per kill then (in a seperate trigger) i get buyer for 10 gas, but i know ive done it before i kil something and get 1 gas then 10 gas=1 mineral but i forgot how to have it only once the condition is met and stuff



    None.

    Apr 1 2008, 1:39 am candle12345 Post #6



    No no, once you kill soemthing, your kills go up, permanently unless changed via triggers.
    You have to set kills to 0.



    None.

    Apr 1 2008, 2:25 am DT_Battlekruser Post #7



    You cannot set kills via a trigger action. If your conditions is "kills at least 1 unit" as said before, your conditions are always going to be met as long as you have killed at least one unit.

    You need to use a method of Kills To Cash to achieve your effect.




    None.

    Apr 1 2008, 2:46 am lilneo Post #8



    thats not how i did it before, and before it worked perfectly.... and it was a lot easier

    Edit: crap... i found my map finally i did it before on, and i found that i mined gas then it changed 10 gas into minerals :/ so nevermind i can figure it out guys

    Post has been edited 1 time(s), last time on Apr 1 2008, 2:55 am by lilneo.



    None.

    Apr 1 2008, 8:53 am 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

    Quote from candle12345
    No no, once you kill soemthing, your kills go up, permanently unless changed via triggers.
    You have to set kills to 0.
    You cannot set or change kills.
    If you want something like that use kills score. But kills score adds different values for every unit which can make the detection of which unit was killed difficult.
    In his case however, he could just make a trigger like that:

    Current player has at least 1 kills score
    add 1 gas and reset kills score for current player

    You won't need a switch, but splash and other multiple kills won't be accounted for.
    For more details and improvements check dtbk's link.




    Apr 1 2008, 8:57 am candle12345 Post #10



    Yeah, like I said 'I can't remember whether you can do that.'



    None.

    Apr 1 2008, 9:02 am NudeRaider Post #11

    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

    Quote from candle12345
    Yeah, like I said 'I can't remember whether you can do that.'
    then it might be wise to check that before posting. ;)




    Apr 1 2008, 2:59 pm lilneo Post #12



    it gos in levels so.... all units are the same for like 5 minutes.... and ive solved it so no need for more posts



    None.

    Options
      Back to forum
    Please log in to reply to this topic or to report it.
    Members in this topic: None.
    [2024-5-06. : 5:02 am]
    Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
    [2024-5-06. : 5:02 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
    [2024-5-06. : 5:01 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
    [2024-5-06. : 3:04 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
    [2024-5-06. : 12:51 am]
    Oh_Man -- definitely EUD
    [2024-5-05. : 9:35 pm]
    Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
    [2024-5-05. : 9:35 pm]
    Vrael -- that is insane
    [2024-5-05. : 9:35 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
    Please log in to shout.


    Members Online: HappyEffect