Detecting civi kill/Sending player to jail:
Code
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 80);
Deaths("Player 7", "Terran Civilian", At least, 8);
Actions:
Set Score("Current Player", Subtract, 80, Kills);
Set Deaths("Current Player", "Terran Civilian", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 40);
Deaths("Player 7", "Terran Civilian", At least, 4);
Actions:
Set Score("Current Player", Subtract, 40, Kills);
Set Deaths("Current Player", "Terran Civilian", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 20);
Deaths("Player 7", "Terran Civilian", At least, 2);
Actions:
Set Score("Current Player", Subtract, 20, Kills);
Set Deaths("Current Player", "Terran Civilian", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 10);
Deaths("Player 7", "Terran Civilian", At least, 1);
Actions:
Set Score("Current Player", Subtract, 10, Kills);
Set Deaths("Current Player", "Terran Civilian", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Deaths("Current Player", "Terran Civilian", At least, 1);
Actions:
Set Deaths("Current Player", "Dark Swarm", Set To, 3600);
Set Deaths("Current Player", "Terran Civilian", Set To, 0);
Give Units to Player("Current Player", "Player 4", "Men", All, "player");
Move Unit("Player 4", "Men", All, "player", "split");
Create Unit("Current Player", "Protoss Probe", 1, "split");
Set Deaths("Current Player", "Bengalaas (Jungle)", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Deaths("Current Player", "Vespene Geyser", Exactly, 1);
Actions:
Set Deaths("Current Player", "Dark Swarm", Set To, 7200);
Set Deaths("Current Player", "Vespene Geyser", Set To, 0);
Give Units to Player("Current Player", "Player 4", "Men", All, "player");
Move Unit("Player 4", "Men", All, "player", "split");
Create Unit("Current Player", "Protoss Probe", 1, "split");
Set Deaths("Current Player", "Bengalaas (Jungle)", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 80);
Deaths("Player 7", "Terran Civilian", At least, 8);
Actions:
Set Score("Current Player", Subtract, 80, Kills);
Set Deaths("Current Player", "Terran Civilian", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 40);
Deaths("Player 7", "Terran Civilian", At least, 4);
Actions:
Set Score("Current Player", Subtract, 40, Kills);
Set Deaths("Current Player", "Terran Civilian", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 20);
Deaths("Player 7", "Terran Civilian", At least, 2);
Actions:
Set Score("Current Player", Subtract, 20, Kills);
Set Deaths("Current Player", "Terran Civilian", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 10);
Deaths("Player 7", "Terran Civilian", At least, 1);
Actions:
Set Score("Current Player", Subtract, 10, Kills);
Set Deaths("Current Player", "Terran Civilian", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Deaths("Current Player", "Terran Civilian", At least, 1);
Actions:
Set Deaths("Current Player", "Dark Swarm", Set To, 3600);
Set Deaths("Current Player", "Terran Civilian", Set To, 0);
Give Units to Player("Current Player", "Player 4", "Men", All, "player");
Move Unit("Player 4", "Men", All, "player", "split");
Create Unit("Current Player", "Protoss Probe", 1, "split");
Set Deaths("Current Player", "Bengalaas (Jungle)", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Deaths("Current Player", "Vespene Geyser", Exactly, 1);
Actions:
Set Deaths("Current Player", "Dark Swarm", Set To, 7200);
Set Deaths("Current Player", "Vespene Geyser", Set To, 0);
Give Units to Player("Current Player", "Player 4", "Men", All, "player");
Move Unit("Player 4", "Men", All, "player", "split");
Create Unit("Current Player", "Protoss Probe", 1, "split");
Set Deaths("Current Player", "Bengalaas (Jungle)", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Detecting team kill:
Code
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 100);
Deaths("Force 1", "Terran Marine", At least, 1);
Actions:
Set Score("Current Player", Subtract, 100, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 350);
Deaths("Force 1", "Terran Ghost", At least, 1);
Actions:
Set Score("Current Player", Subtract, 350, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 400);
Deaths("Force 1", "Terran Goliath", At least, 1);
Actions:
Set Score("Current Player", Subtract, 400, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 1400);
Deaths("Force 1", "Protoss Archon", At least, 1);
Actions:
Set Score("Current Player", Subtract, 1400, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 650);
Deaths("Force 1", "Protoss Dark Templar", At least, 1);
Actions:
Set Score("Current Player", Subtract, 650, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 700);
Deaths("Force 1", "Protoss High Templar", At least, 1);
Actions:
Set Score("Current Player", Subtract, 700, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 200);
Deaths("Force 1", "Jim Raynor (Marine)", At least, 1);
Actions:
Set Score("Current Player", Subtract, 200, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 700);
Deaths("Force 1", "Alexei Stukov (Ghost)", At least, 1);
Actions:
Set Score("Current Player", Subtract, 700, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 800);
Deaths("Force 1", "Alan Schezar (Goliath)", At least, 1);
Actions:
Set Score("Current Player", Subtract, 800, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 2800);
Deaths("Force 1", "Tassadar/Zeratul (Archon)", At least, 1);
Actions:
Set Score("Current Player", Subtract, 2800, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 800);
Deaths("Force 1", "Zeratul (Dark Templar)", At least, 1);
Actions:
Set Score("Current Player", Subtract, 800, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 1400);
Deaths("Force 1", "Tassadar (Templar)", At least, 1);
Actions:
Set Score("Current Player", Subtract, 1400, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 100);
Deaths("Force 1", "Terran Marine", At least, 1);
Actions:
Set Score("Current Player", Subtract, 100, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 350);
Deaths("Force 1", "Terran Ghost", At least, 1);
Actions:
Set Score("Current Player", Subtract, 350, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 400);
Deaths("Force 1", "Terran Goliath", At least, 1);
Actions:
Set Score("Current Player", Subtract, 400, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 1400);
Deaths("Force 1", "Protoss Archon", At least, 1);
Actions:
Set Score("Current Player", Subtract, 1400, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 650);
Deaths("Force 1", "Protoss Dark Templar", At least, 1);
Actions:
Set Score("Current Player", Subtract, 650, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 700);
Deaths("Force 1", "Protoss High Templar", At least, 1);
Actions:
Set Score("Current Player", Subtract, 700, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 200);
Deaths("Force 1", "Jim Raynor (Marine)", At least, 1);
Actions:
Set Score("Current Player", Subtract, 200, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 700);
Deaths("Force 1", "Alexei Stukov (Ghost)", At least, 1);
Actions:
Set Score("Current Player", Subtract, 700, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 800);
Deaths("Force 1", "Alan Schezar (Goliath)", At least, 1);
Actions:
Set Score("Current Player", Subtract, 800, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 2800);
Deaths("Force 1", "Tassadar/Zeratul (Archon)", At least, 1);
Actions:
Set Score("Current Player", Subtract, 2800, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 800);
Deaths("Force 1", "Zeratul (Dark Templar)", At least, 1);
Actions:
Set Score("Current Player", Subtract, 800, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Score("Current Player", Kills, At least, 1400);
Deaths("Force 1", "Tassadar (Templar)", At least, 1);
Actions:
Set Score("Current Player", Subtract, 1400, Kills);
Set Deaths("Current Player", "Vespene Geyser", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
I'm using binary countoffs to track when the players kill civilians in case there's any splash kills, so that's why there are four of those. I've checked everywhere, and this is the only time I use Vespene Geyser as a death count, so I'm not sure what's going on. I assume it has something to do with trigger order, and since player 1 fires first, that's why the triggers work fine for them, but I'm not seeing anything that could cause problems.
Post has been edited 1 time(s), last time on Jun 15 2016, 3:50 am by Dem0n.