I'm making a defense map with 7 human players on 1 team and 1 computer player on the other. For every 10 kills of any unit the players get, they get 1 civilian. And for every 100 kills they 1 high templar. My triggers work fine, the only problem is, that when it comes 2 splash, it requires sometimes more than 10 or 100 kills. How can i fix this?
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Make it so it's AT LEAST 10/100 instead of exactly.
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If I'm reading it correctly, that isn't the problem Falkoner. The system he's using is causing it to count 2 kills as one because it's probably based on Kill Score. IE, counting 2 kills as 1 means they will need MOAR kills.
I have 3 suggestions. A fourth would be Thermo's perfect system, which is quite complex and probably unecessary for your situation.
1. Assuming only one type of unit is in each wave (or, at least, all the units give the same score amount), you could have your score triggers SUBTRACT the exact kill score instead of setting the kill score to 0. That will count multiple kills correctly.
2. Make a bunch of triggers that use the kills condition rather than kill score to award bonuses.
3. If you have a one player map (?!), you can make a system based off deaths of enemy units instead of kills. I say one player because deaths will essentially have everyone lumped together as a team. But, I doubt you're making a one player map anyway, so I really shouldn't have bothered suggesting this anyway. Or maybe you want to switch to a team scoring system, I don't know.
Oh! I didn't realize it was kill score, I thought it was kills, so he had triggers for each reward, okay I see the basic problem now.
For a defense, there really isn't a good solution, as there's a point when the players will be killing multiple units at once, with or without splash. Unless you want to use kills to cash perfect
http://www.maplantis.org/index.php?pg=wiki;id=45That would fix the problem, but there might be some lag.
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Oh! I didn't realize it was kill score, I thought it was kills, so he had triggers for each reward, okay I see the basic problem now.
For a defense, there really isn't a good solution, as there's a point when the players will be killing multiple units at once, with or without splash. Unless you want to use kills to cash perfect
http://www.maplantis.org/index.php?pg=wiki;id=45That would fix the problem, but there might be some lag.
I already looked through that page before but i just wasn't sure if they would work in my situation. So your recommending the "Perfect" kills to cash method?
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If you want it to be errorless, then yes, that is the only perfect way to do it, although if you don't really care, I'd just give a certain amount of minerals for every X kill points, and then change what that amount is depending on what unit is being released that level, that's probably the best thing to do for a defense.
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If you want it to be errorless, then yes, that is the only perfect way to do it, ...
Simply not true. Other methods can be "perfect" as determined on a case by case basis.
But for a defense? The other ways work fine for an RPG, even with splash, but for a defense where you can be killing 12 enemies at once, they can't keep up.
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If you know the exact score of the unit that's coming each round, you just have a seperate trigger based off the exact numbers for each round.
Or use the Kills condition and make a LOT of triggers.
Oh. Wait. I'm repeating myself because this is stuff that I already posted on how other methods can be perfect for him up there!
I have not seen or made a defense map that would require Thermo's system. Nor would I even bother reccomending Thermo's system to someone of an unknown skill level due to its complex setup.
Well, doing it that way and having it work perfectly for a defense would require at least 8 triggers per round, depending on how many units it might be possible to kill at once.
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One trigger per round.
I have used this method in maps before and it does work.
Force
Round-tracking death counter count is 1, indicating ROUND ONE - HYDRALISK
Kills Score is at least 350
Subtract 350 Kill Score
Add 1 Vespene Gas/death counter or whatever is tracking kills.
Preserve Trigger
Force
Round-tracking death counter count is 2, indicating ROUND TWO - OVERLORD
Kills Score is at least 200
Subtract 200 Kill Score
Add 1 Vespene Gas/death counter or whatever is tracking kills.
Preserve Trigger
Force
Round-tracking death counter count is 3, indicating ROUND THREE - MARINE
Kills Score is at least 100
Subtract 100 Kill Score
Add 1 Vespene Gas/death counter or whatever is tracking kills.
Preserve Trigger
Force
Current Player has 10 Vespene Gas/death counter or whatever is tracking kills.
Subtract 10 Vespene Gas/death counter or whatever is tracking kills.
Create 1 Civilian at "reward" for Current Player
Preserve Trigger
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 Mini Moose 2707
I have not seen or made a defense map that would require Thermo's system. Nor would I even bother reccomending Thermo's system to someone of an unknown skill level due to its complex setup.
Is there a tut for Thermos system? Is it the "kills to cash perfect" method or even better?
Because I intend to implement a kills to cash function for a hero wars like map and I'm currently evaluating which method would be most effective.
Pls explain the system to me. (In case it matters: My skill level of sc mapping is high enough for everything I encountered so far.
)
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 just glanced the map and it seems to be the "perfect kills to cash method", right? Or does it have any specialties I may have overlooked?
And can P9-12 be a score keeper?
It is the "perfect kills to cash method". I refer to it as "Thermo's system" as a term of respect, because he created it.
I haven't tried making P9-12 the score keeper. You're on your own there.
Quote from Mini Moose 2707
If you know the exact score of the unit that's coming each round, you just have a seperate trigger based off the exact numbers for each round.
Or use the Kills condition and make a LOT of triggers.
Oh. Wait. I'm repeating myself because this is stuff that I already posted on how other methods can be perfect for him up there!
I have not seen or made a defense map that would require Thermo's system. Nor would I even bother reccomending Thermo's system to someone of an unknown skill level due to its complex setup.
I had the kills condition, it worked perfectly but i needed literally over 50 different triggers (10 kills, 20 kills, 30 kills, etc. So I changed it to the simple cash for kills method, but the spash was messing everything up. Now im working on the "Perfect" cash for kills method, im having a bit of trouble with this.
Should i change back the kills condition method even if it will take a while?
None.
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 Cloaked-Dragon
I had the kills condition, it worked perfectly but i needed literally over 50 different triggers (10 kills, 20 kills, 30 kills, etc. So I changed it to the simple cash for kills method, but the spash was messing everything up. Now im working on the "Perfect" cash for kills method, im having a bit of trouble with this.
Should i change back the kills condition method even if it will take a while?
You won't need Thermo's system unless there are different kinds of units (with different Kills Score) per level. Check Mooses Post (#
11) where he listed all the triggers you will need in detail.
Make sure you don't start the next wave before all players have exactly 0 kills score.
kk thanks a lot guys!
1 more quick question if you dont mind.
Is it possible to make a wave of spider mines a level in a defense? I just want 2 know if its possible so i dont have to waste my time experimenting.
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You could get spider mines to move, but it probably wouldn't be worth the trouble or would just be hard to accomplish. There was a test map on the old sen that had a single spider mine moving.
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It's really not worth the trouble, as cool as it would be.
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