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Write your own destiny, or else someone will write it for you!
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If you subtract 100 kills and razings, 50 kills score and 50 razings score is being subtracted. Due to that you should make seperate triggers for kills and for razings.
If you keep that in mind, your trigger sets should work. ![]() ![]() ![]() ![]() ![]() ![]() ![]() www.sonsofwar.uuuq.com___0% 100% |
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In which case, it won't work, since I have a kills to cash (using the kills and razings score) running concurrently with it.
I'll make the salvage system work like a kills to cash, too. Oh, is there a list anywhere of the score values for each unit? This post was edited 1 time, last edit by Grand_dracolich: Jan 7 2008, 2:31 am.
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Sorry for double posting, but edit doesn't exactly get people's attention, and I'm really going to need help with this.
The more I think about this system and how it's going to be used, the more I think it's not going to work. For a 'perfect' kills to cash system, it does something like: Trigger Description: Players: ¤ Player 6 Conditions: ¤ Player 6 suffers at least 1 death of Zerg Zergling ¤ Force 1 score is exactly 50 Actions: ¤ Do whatever it's supposed to do. And it should work, in theory. However, when you take the fact that force 1 has two players, and, while they only have one unit each, can use spells that uses a reaver or siege tank (which could kill multiple units simultaneously), it would end up really buggy. Not to mention the fact that Player 5 is attacking Player 6 (DotA-style), even though he's not part of Force 1. Any thoughts? ![]() ![]() ![]() ![]() ![]() ![]() IN THE MIDDLE OF MY BACKSWING!!!!
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The real one.
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I don't really see why finding who killed a specific player is important, but if I were to do such a mechanism. I'd set up a customscore: Kills board. Then when a player got a kill, I'd search deathcounts (Assuming that the players are a limited number of characters.) to find which player they killed.
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MWRPG2 is a dota-ish map, with two players per team (as heroes) and two computers (one per team) throwing armies at each other (intelligently, since that's my main problem with Dota-ish maps
). The dynamic salvage system is if a player kills a unit, there's a small chance he'll be able to salvage that unit. It checks the heroes score to make sure the heroes killed it, otherwise player would salvage mechs and get money without doing anything.I can't use the 'perfect kills to cash' method since there are almost 30 killable units in this map. In light of this new information, will that trick work? This post was edited 1 time, last edit by Grand_dracolich: Jan 7 2008, 9:29 pm.
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Write your own destiny, or else someone will write it for you!
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The perfect kills to cash method always works. For a setup 2v2 player + 1v1 comps it gets a little more complicated though. I am working on a D.O.T.X. (Defense of the Xel'Naga) map (=dota for sc) where I managed to extend the perfect kills to cash to work on that setup. So when a player hero kills a player hero he gets a special reward (and his team a smaller reward), but when the player hero kills a comp hero there's no reward. Also kills from comps give no rewards. If that is what you need - AND IF YOU ARE VERY GOOD IN TRIGGERS (no one here on SEN could help me with it due to is complexity) - then I will tell you the system and send you an example map. ![]() ![]() ![]() ![]() ![]() ![]() ![]() www.sonsofwar.uuuq.com___0% 100% |
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Yeah, that would work, thank you! I didn't use that for begin with since it was one of the only trigger systems I couldn't really figure out from the tutorial on the old SEN. I didn't think it would work for so many units and so many players.
I'm limited to only a few locations, though, since I have buy, sell and picking areas for 24 mechs and two teams, and I still need to make the main battle area. ![]() ![]() ![]() ![]() ![]() ![]() IN THE MIDDLE OF MY BACKSWING!!!!
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Write your own destiny, or else someone will write it for you!
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The system needs only 2 locations. No matter how many units you have. I'll link you to my topic here on SEN where I sought help with a bug. Kills to cash perfect 3v3 I have worked it out already, but I'm afraid you'll have to do the fix on your own: The problem is P7 fires before P8 and thus his update trigger fires before the correct update trigger of P8 could fire. So you have to add a delay for 1 trigger loop for P7's trigger. Just set a switch or dc when he should run his update and place the trigger checking for that switch directly above. So this trigger fires the actions 1 loop later (if P8) hasn't made the condition untrue again. I suggest you first copy the triggers to a testmap (use scmd2's text base trigedit for copy and paste) and look into the testmap (and play it) to understand what I'm doing. Then apply the fix I provided above. Once you understand it you should be able to port it to your map. ![]() ![]() ![]() ![]() ![]() ![]() ![]() www.sonsofwar.uuuq.com___0% 100% |
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That'd be quite risky, actually, since you could go near one unit while heading for another, and it could fire that way. I, actually, didn't think of that, though, and it could work pretty well. The picking triggers are done, but it would free up over 60 locations for the buy and selling systems. Thanks @Raider: Thanks! I just got back into Doom modding, so it'll take me a while to get modivated enough to do that, but I'll work on it, lol. ![]() ![]() ![]() ![]() ![]() ![]() IN THE MIDDLE OF MY BACKSWING!!!!
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Heh, I know, I already thought of that as soon as I read that suggestion. One problem though is that I can't do the selling areas like this, since it creates the unit at a beacon if you have one to sell. I can still do this easily with the guy area (by making the location not too big, so players think they just walk onto the beacon to buy). It'd still free up 20 locations, though.
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All that's done on it are picking mechs/weapons/equipment, the weapon/equipment systems and the heat system (now with a warning alarm when you're over 500 units
). That doesn't have -anything- in the way of gameplay, for the moment, and unfortunately, that's probably going to be one of the last things I do on it before it's finished.If there was some gameplay done, I'd've posted screenshots and a production topic a while ago. ![]() ![]() ![]() ![]() ![]() ![]() IN THE MIDDLE OF MY BACKSWING!!!!
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We are not amused
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Still need those kill scores? You can probably google them, unless the tutorials database is back up, then there should be one in there. Otherwise maplantis' wiki has it. If you aren't using many units, you can also make a test map to see what the score is for each.
![]() ![]() ![]() ![]() ![]() ![]() Of the sparkling wines, the most famous is Perth Pink. This is a bottle with a message in, and the message is 'beware'. This is not a wine for drinking, this is a wine for laying down and avoiding.
Another good fighting wine is Melbourne Old-and-Yellow, which is particularly heavy and should be used only for hand-to-hand combat. |
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Taking StarCraft Modding to the Limit!
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Nah, he doesn't need to make a test map, I got em all here!
Code TERRANMen: Marine - 100 Ghost - 350 Vulture - 150 Goliath - 400 Siege Tank - 700 SCV - 100 Firebat - 200 Medic - 250 Wraith - 800 Science Vessel - 1250 Dropship - 600 Battlecruiser - 2400 Valkyrie - 800 Gui Montag (Firebat) - 400 Civilian - 10 Sarah Kerrigan (Ghost) - 700 Alan Schezar (Goliath) - 800 Jim Raynor (Vulture) - 300 Jim Raynor (Marine) - 200 Tom Kazansky (Wraith) - 1600 Magellan (Science Vessel) - 2500 Edmund Duke (Siege Tank) - 1400 Arcturus Mengsk (Battlecruiser) - 4800 Hyperion (Battlecruiser) - 4800 Norad II (Battlecruiser) - 4800 Samir Duran (Ghost) - 700 Alexei Stukov (Ghost) - 700 Gerard DuGalle (Battlecruiser) - 4800 Special: Vulture Spider Mine - 25 Buildings: Command Center - 1200 Supply Depot - 150 Refinery - 150 Barracks - 225 Academy - 300 Factory - 600 Starport - 600 Science Facility - 825 Engineering Bay - 195 Armory - 300 Missile Turret - 150 Bunker - 150 Addons: Comsat Station - 225 Nuclear Silo - 225 Control Tower - 300 Covert Ops - 225 Physics Lab - 225 Machine Shop - 225 Special Buildings: Norad II (Crashed Battlecruiser) - 5000 Ion Cannon - 5000 Psi Disruptor - 3600 Power Generator - 600 Independent: Independent Starport - 10 ZERG Men: Zergling - 50 Hydralisk - 350 Ultralisk - 1300 Broodling - 25 Drone - 100 Defiler - 450 Infested Terran - 400 Lurker - 500 Overlord - 200 Mutalisk - 600 Guardian - 1100 Queen - 800 Scourge - 200 Devourer - 1100 Torrasque (Ultralisk) - 2600 Matriarch (Queen) - 1600 Infested Kerrigan (Infested Terran) - 4000 Unclean One (Defiler) - 900 Hunter Killer (Hydralisk) - 500 Devouring One (Zergling) - 100 Kukulza (Mutalisk) - 1200 Kukulza (Guardian) - 2200 Yggdrasill (Overlord) - 400 Infested Duran - 700 *: Larva - 10 Egg - 25 Cocoon - 10 Buildings: Infested Command Center - 900 Hatchery - 900 Lair - 1200 Hive - 1500 Nydus Canal - 225 Hydralisk Den - 300 Defiler Mound - 450 Greater Spire - 1350 Queen's Nest - 525 Evolution Chamber - 120 Ultralisk Cavern - 825 Spire - 750 Spawning Pool - 225 Creep Colony - 120 Spore Colony - 195 Sunken Colony - 240 Extractor - 75 Special Buildings: Overmind (With Shell) - 10000 Overmind - 10000 Mature Crysalis - 5000 Cerebrate - 2500 Cerebrate Daggoth - 2500 Overmind Cocoon - 4000 PROTOSS Men: Dark Templar - 650 Dark Archon - 1300 Probe - 100 Zealot - 200 Dragoon - 500 High Templar - 700 Archon - 1400 Reaver - 800 Corsair - 700 Shuttle - 400 Scout - 1300 Arbiter - 2050 Carrier - 1900 Observer - 450 Dark Templar (Hero) - 400 Zeratul (Dark Templar) - 800 Tassadar/Zeratul (Archon) - 2800 Fenix (Zealot) - 400 Fenix (Dragoon) - 1000 Tassadar (Templar) - 1400 Mojo (Scout) - 2600 Warbringer (Reaver) - 1600 Gantrithor (Carrier) - 3800 Danimoth (Arbiter) - 4100 Aldaris (Templar) - 1400 Artanis (Scout) - 2400 Raszagal (Dark Templar) - 1300 Buildings: Nexus - 1200 Robotics Facility - 900 Pylon - 150 Assimilator - 150 Observatory - 525 Gateway - 225 Photon Cannon - 300 Citadel of Adun - 600 Cybernetics Core - 300 Templar Archives - 750 Forge - 300 Stargate - 900 Fleet Beacon - 1050 Arbiter Tribunal - 1350 Robotics Support Bay - 375 Shield Battery - 150 Special Buildings: Stasis Cell/Prison - 5000 Protoss Temple - 5000 Xel'Naga Temple - 5000 Warp Gate - 2000 NEUTRAL UNITS Critters: Rhynadon (Badlands) - 10 Bengalaas (Jungle) - 10 Scantid (Desert) - 10 Kakaru (Twilight) - 10 Ragnasaur (Ash World) - 10 Ursadon (Ice World) - 10 |