Working Scores
Jun 27 2008, 1:31 am
By: Rawk_Flare  

Jun 27 2008, 1:31 am Rawk_Flare Post #1



If you guys have ever played DBZ All Sagas then you might notice that they transfer kills to buildings score. Can somebody show me how to do that?

it seems like the player gets more points the stronger the opponent. I want to incorperate that into my map too.

Post has been edited 1 time(s), last time on Jun 27 2008, 3:55 am by Rawk_Flare.



None.

Jun 27 2008, 5:05 am Axii Post #2



I like this system http://www.campaigncreations.org/starcraft/staredit/points.shtml, Over the most comonly used basic Kills and Razings Scoring system.



None.

Jun 27 2008, 5:07 am DT_Battlekruser Post #3



Note that if two units give identical kill score counts, then that method cannot distinguish between them.



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Jun 27 2008, 5:24 am Axii Post #4



But even if you just used the regular kills and razing system, You cant tell two scores apart.



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Jun 27 2008, 11:30 am JaFF Post #5



Quote from DT_Battlekruser
Note that if two units give identical kill score counts, then that method cannot distinguish between them.
Not if you add triggers that detect the deaths of units with the same kill scores. That way, you can know exactly what unit died... if there are no huge battles where lots of units die between trigger cycles.



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Jun 27 2008, 4:30 pm DT_Battlekruser Post #6



Of course. But like you said, when two units die in the same frame (which happens a lot actually), the system not only reports incorrectly, but can malfunction catastrophically if you don't make sure to do something about huge score events.



None.

Jun 27 2008, 8:14 pm Epsilonite Post #7



The DBZ All Sagas maps used a combination of locations and Method 3 for the training areas.

The design of the kills-to-experience triggers for training areas was probably originally designed to discourage leeching and to stay confined to that particular area, as killing the unit in an area away from its original spawn area usually resulted in less experience gained or no gain at all. Of course, this led to some problems, especially with spin-offs of the map changed around units and when certain units were lured to certain locations (the notorious SSj Goten Trick comes to mind).

If you wanted to see the triggers too, refer to the attachments or to the map itself.


With all that being said, I rather you used a better system such as the Perfect kills to cash method.

Attachments:
dbztrainingwithlocations.jpg
Hits: 2 Size: 145.11kb
dbztrainingtriggers.jpg
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dbztrainingtriggersfull.jpg
Hits: 3 Size: 150.07kb



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Jun 28 2008, 2:04 am Rawk_Flare Post #8



Thanks guys! I appreciate it alot :) Especially Axil and Epsilonite (you seem to have a vast knowledge of the map)

I'm going to try these right now and see how they work.



None.

Jun 28 2008, 5:45 am rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

Perfect kills to cash is very slow. The instructions in the wiki make a set of triggers which give one person minerals each time, rather than multiples. It makes for slow goings when and if you kill a lot of things quickly. For a dbz sagas map, though, I can't imagine why it wouldn't work well.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jun 28 2008, 6:14 am Rawk_Flare Post #10



I noticed the Perfect kills to score requires a lot of room and is very complex. Is there a simpler way? I don't really have that much room on my map because I didn't bargain for a lot of stuff.



None.

Jun 29 2008, 4:44 am Gigins Post #11



Try putting together kill score + deaths. You'll have to make a trigger for each unit to count it's kills. Also it's not perfect kills to cash. here is the example map and list of kill score for each unit.



None.

Jun 29 2008, 11:05 am rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Rawk_Flare
I noticed the Perfect kills to score requires a lot of room and is very complex. Is there a simpler way? I don't really have that much room on my map because I didn't bargain for a lot of stuff.
Kills to Cash Perfect
Note the small amount of space it takes. It can be less if you really try. The problem is getting speed, without slowing the map down. You probably don't want more than 2 flame traps per player (you can do more, but it maxes the map quickly, stuff stops shooting). zerglings work fairly well to kill stuff as well, but they have the disadvantage of being much slower than flame traps, and any player can ruin the system by manually commanding the zergling to move away. If you want to have different rewards for different units, you'll have to give space for all those units, and if you include air units, you'll need something like archons (short range, fast attack) or marines (even faster attack, more range=more space needed).

I tried a different version in my defense map. Take a look and see if you like it. In this one, I didn't allow vision, except for the location that the zealots would be dying. Zealots were ideal, since they had no residue like zerglings, and wouldn't bother with the sprite limit as quickly. The defense is impossible, much as I tried to balance it, but it still uses some neat techniques.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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