Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Experience system?
Experience system?
Jun 29 2014, 9:25 pm
By: Fierce  

Jun 29 2014, 9:25 pm Fierce Post #1



Recently I've decided to create a map for nostalgia sake. I'm having a bit of trouble trying to understand how I could accomplish making an experience system that works like this:

If player 1 kills a zergling owned by player 8, grant player 1 50 experience.

I have other computer players that will also attack and kill player 8's units as well.

Any ideas on how to make this work? It's been almost 10 years since I've made a map for SC1, so I'm a bit rusty.



None.

Jun 29 2014, 9:51 pm jjf28 Post #2

Cartography Artisan

1.) Just player 1, or will multiple players be obtaining experience?

2.) Are zerglings only owned by player 8?

In general such systems as these are used: Kills to Cash, substitute minerals/gas for whatever you're storing experience as - a Death Counter perhaps - though your case might call for something even simpler than general kills to cash depending on 1 and 2.



Rs_yes-im4real - Clan Aura - jjf28.net84.net

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jun 29 2014, 10:56 pm Fierce Post #3



1.) Just player 1

2.) Yes.

The solution "perfect kills to cash version 1" is exactly what I needed. Thanks :)



None.

Jun 30 2014, 2:30 am Roy Post #4

An artist's depiction of an Extended Unit Death

Well, if it's just one player, you could do something super simple:

Trigger
Players
  • Player 1
  • Conditions
  • Player 8 suffered at least 1 deaths of Zerg Zergling
  • Actions
  • Set deaths for Player 8: subtract 1 for Zerg Zergling
  • Modify Score for Player 1: add 50 custom
  • Preserve Trigger

  • That's assuming you're using custom score to store experience; you can change it to add to a death counter or however, obviously.

    In the article jjf linked, this is mentioned under "Rewards based on opponent deaths." The more complicated methods in that article are to solve the problem of not knowing which player killed the unit, but since you're only concerned with a single player, this shouldn't matter. Unless, of course, there are other players that can kill Player 8 Zerglings that you don't want to give Player 1 experience for.




    Jun 30 2014, 2:44 am jjf28 Post #5

    Cartography Artisan

    Other computer players can kill lings tho so can't do straight off deaths



    Rs_yes-im4real - Clan Aura - jjf28.net84.net

    Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

    Jun 30 2014, 3:20 pm Sacrieur Post #6

    Still Napping

    Speaking of the second method. Can't you just use Kill Unit to balance out the kills?



    None.

    Jul 1 2014, 3:11 am LoveLess Post #7

    Let me show you how to hump without making love.

    In this case, I would use a system that takes into account the other players first and deducts their score, along with enemy deaths first. Then does the players. It was in the article jj listed. A system like this would, however, never be efficient if there are a lot of different kinds of units. Best you could do, would be to detect the highest scoring unit that they can kill first, then go down the list sorted by score.

    Trigger
    Players
  • Player 7
  • Conditions
  • Player 8 has suffered at least 1 death of Zerg Ultralisk
  • Player 7 has at least 800 score
  • Actions
  • Player 7 subtract 800 Kill Score
  • Player 8 subtract 1 death of Zerg Ultralisk
  • Preserve Trigger


  • Just do this and repeat it for every unit they can kill. Your best option is to duplicate these triggers in accordance with how often that type of unit can be killed.



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