Score question
Jan 6 2008, 7:20 pm
By: Grand_dracolich  

Jan 6 2008, 7:20 pm Grand_dracolich Post #1



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?



None.

Jan 7 2008, 12:54 am NudeRaider Post #2

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.




Jan 7 2008, 2:23 am Grand_dracolich Post #3



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.

Jan 7 2008, 4:20 pm Grand_dracolich Post #4



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
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?



    None.

    Jan 7 2008, 8:00 pm Rantent Post #5



    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.



    None.

    Jan 7 2008, 9:11 pm Grand_dracolich Post #6



    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 :D). 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.

    Jan 8 2008, 10:11 am NudeRaider Post #7

    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 :D). 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.




    Jan 8 2008, 3:21 pm Grand_dracolich Post #8



    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.

    Jan 8 2008, 4:24 pm Impeached Post #9



    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.

    Jan 9 2008, 2:24 am NudeRaider Post #10

    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 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.




    Jan 10 2008, 3:57 am Grand_dracolich Post #11



    Quote from Impeached
    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.

    Jan 10 2008, 9:55 am NudeRaider Post #12

    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 Impeached
    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.




    Jan 10 2008, 12:39 pm Falkoner Post #13



    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.

    Jan 10 2008, 4:39 pm NudeRaider Post #14

    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.




    Jan 11 2008, 9:04 pm Grand_dracolich Post #15



    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.

    Jan 11 2008, 9:09 pm NudeRaider Post #16

    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.




    Jan 12 2008, 2:22 am Grand_dracolich Post #17



    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 :P). 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.

    Jan 12 2008, 8:59 pm rockz Post #18

    ᴄʜᴇᴇsᴇ ɪᴛ!

    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?"

    Jan 12 2008, 11:03 pm Falkoner Post #19



    Nah, he doesn't need to make a test map, I got em all here!

    Code
    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.

    Jan 12 2008, 11:25 pm Impeached Post #20



    Nice list, although it doesn't contain interceptor.



    None.

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