I was just working on the dynamic salvage system I thought up for Mechwarrior RPG 2, and I might've hit a small problem. When a mech on one team dies, it checks for the death of that unit of that player and the score of the team that most likely killed it.
My questions is, if a value is subtracted from Kills and Razings, is that same value subtracted from Kills?
Also, would this system work?
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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
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.
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?
Post has been edited 1 time(s), last time on Jan 7 2008, 2:31 am by Grand_dracolich.
None.
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:
Player 6
Player 6 suffers at least 1 death of Zerg Zergling
Force 1 score is exactly 50
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?
None.
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?
Post has been edited 1 time(s), last time on Jan 7 2008, 9:29 pm by Grand_dracolich.
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 Grand_dracolich
]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?
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.
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.
None.
What's your buy system? If it's just a simple 'Bring unit to unit' thing, then you could just have a location following the shopper, then if the buying thing is brought to that location, buy it. Same with the picking areas.
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 Grand_dracolich
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.
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 3v3I 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.
What's your buy system? If it's just a simple 'Bring unit to unit' thing, then you could just have a location following the shopper, then if the buying thing is brought to that location, buy it. Same with the picking areas.
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.
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
What's your buy system? If it's just a simple 'Bring unit to unit' thing, then you could just have a location following the shopper, then if the buying thing is brought to that location, buy it. Same with the picking areas.
Good idea.
But you should think about what to do if 2 ppl try to go shopping the same time.
Um... Nude, it's quite simple, just have the location follow the player's individual buyers, if he is so tight on locations that he can't spare more than one, he can use a death/switch to alternate which player the location is centered on each trigger loop.
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
I didn't say its hard, I just made him aware of it.
Actually I was confident he can solve it on his own, so I didn't present a solution.
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.
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
Would you mind posting your (protected) map here when its done? It sounds like a map I could like very much
And I'd really like to play it when it's done.
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.
None.
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.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Nah, he doesn't need to make a test map, I got em all here!
TERRAN
Men:
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
None.
Nice list, although it doesn't contain interceptor.
None.