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Shared XP, Kill Points

Creator: blacklight28
Time: Sep 2 2008, 9:25 pm

Post #1     blacklight28 Sep 2 2008, 9:25 pm

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How do you make kill points the same for all players on one team. For example, if player 1 kills a zergling, everyone on player 1's team gets 50 points. How do you do this?
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Post #2     rockz Sep 2 2008, 11:50 pm

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http://www.staredit.net/wiki/Resource_Sharing

Replace Resource with score of your type.

Do you want to have custom kills to cash, or leave it at 50 for lings, 25 for broods, 4000 for ikerris, etc...?
Of the sparkling wines, the most famous is Perth Pink. This is a bottle with a message in, and the message is 'beware'. This is not a wine for drinking, this is a wine for laying down and avoiding.

Another good fighting wine is Melbourne Old-and-Yellow, which is particularly heavy and should be used only for hand-to-hand combat.
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Post #3     [Echo]:] Sep 2 2008, 11:53 pm

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You make the player to Force 1, Force 2, etc. It will set it to all players but it will multiply by the number of players in the forces. There is obviously a way to counter that.
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Post #4     PCFredZ Sep 3 2008, 2:16 am

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Quote from rockz
http://www.staredit.net/wiki/Resource_Sharing

Replace Resource with score of your type.

Do you want to have custom kills to cash, or leave it at 50 for lings, 25 for broods, 4000 for ikerris, etc...?
Resource sharing is much more complicated than it is. Just use a leaderboard for the Kills score; if one player has the most score, increment the score for all the other players until they all match.
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Post #5     blacklight28 Sep 3 2008, 5:25 am

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Is there a way to make the scores exactly even by somehow detecting exactly how much score the leader has and incrementing the others?
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Post #6     rockz Sep 3 2008, 7:24 am

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my method is easy and works perfectly up to however much your binary countoffs are, and if you decide to subtract kills, that works too. It's only 4 triggers, 3 of which are binary countoffs.

I don't see a way to do it that wouldn't be remarkably similar to this method to begin with.

Will the players ever lose a score? Also, do you want custom scores (where brood is 1, ling is 50, kerri is 5)? If so, you'll need a kills to cash system, so you just add the score to the entire force, not current player.
Of the sparkling wines, the most famous is Perth Pink. This is a bottle with a message in, and the message is 'beware'. This is not a wine for drinking, this is a wine for laying down and avoiding.

Another good fighting wine is Melbourne Old-and-Yellow, which is particularly heavy and should be used only for hand-to-hand combat.
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Post #7     blacklight28 Sep 3 2008, 10:28 pm

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I don't want to use the resource sharing system for that because I need to use the resources for other things.
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Post #8     rockz Sep 4 2008, 12:30 am

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Quote from blacklight28
I don't want to use the resource sharing system for that because I need to use the resources for other things.
As I said before, replace resources with kill score. It works with ANY numerical value, including death counts.
Of the sparkling wines, the most famous is Perth Pink. This is a bottle with a message in, and the message is 'beware'. This is not a wine for drinking, this is a wine for laying down and avoiding.

Another good fighting wine is Melbourne Old-and-Yellow, which is particularly heavy and should be used only for hand-to-hand combat.
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Post #9     blacklight28 Sep 7 2008, 3:03 am

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Ok, well, I fixed the shared XP thing, but now I have XP being gained when player 7 (the town computer) kills enemy units. I have the triggers to only add leaderboard points to player 1-6 and before I had leaderboard points added to force 1. I have triggers to set player 7 to ally players 1-6 and players 1-6 to ally player 7.
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Post #10     rockz Sep 7 2008, 4:19 am

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Obviously, you don't. Post em.
Of the sparkling wines, the most famous is Perth Pink. This is a bottle with a message in, and the message is 'beware'. This is not a wine for drinking, this is a wine for laying down and avoiding.

Another good fighting wine is Melbourne Old-and-Yellow, which is particularly heavy and should be used only for hand-to-hand combat.
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Post #11     blacklight28 Sep 7 2008, 6:06 am

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Ok...

Code

Trigger("Heroes"){
Conditions:
    Always();

Actions:
    Leader Board Points("\x008*\x004Experience Points\x008*", Custom);
    Leaderboard Computer Players(disabled);
    Comment("Experience Points");

Trigger("Heroes"){
Conditions:
    Deaths("Player 8", "Zerg Zergling", Exactly, 1);

Actions:
    Set Score("Player 1", Add, 1, Custom);
    Set Score("Player 2", Add, 1, Custom);
    Set Score("Player 3", Add, 1, Custom);
    Set Score("Player 4", Add, 1, Custom);
    Set Score("Player 5", Add, 1, Custom);
    Set Score("Player 6", Add, 1, Custom);
    Set Deaths("Player 8", "Zerg Zergling", Set To, 0);
    Preserve Trigger();
    Comment("Rabid Dog XP Points");
}

//-----------------------------------------------------------------//

Trigger("Heroes"){
Conditions:
    Deaths("Player 8", "Zerg Broodling", Exactly, 1);

Actions:
    Set Score("Player 1", Add, 3, Custom);
    Set Score("Player 2", Add, 3, Custom);
    Set Score("Player 3", Add, 3, Custom);
    Set Score("Player 4", Add, 3, Custom);
    Set Score("Player 5", Add, 3, Custom);
    Set Score("Player 6", Add, 3, Custom);
    Set Deaths("Player 8", "Zerg Broodling", Set To, 0);
    Preserve Trigger();
    Comment("Baby Spider XP Points");
}

//-----------------------------------------------------------------//

Trigger("Heroes"){
Conditions:
    Deaths("Player 8", "Zerg Zergling", Exactly, 2);

Actions:
    Set Score("Player 1", Add, 2, Custom);
    Set Score("Player 2", Add, 2, Custom);
    Set Score("Player 3", Add, 2, Custom);
    Set Score("Player 4", Add, 2, Custom);
    Set Score("Player 5", Add, 2, Custom);
    Set Score("Player 6", Add, 2, Custom);
    Set Deaths("Player 8", "Zerg Zergling", Set To, 0);
    Preserve Trigger();
    Comment("Rabid Dog 2 XP Points");
}

//-----------------------------------------------------------------//

Trigger("Heroes"){
Conditions:
    Deaths("Player 8", "Zerg Broodling", Exactly, 2);

Actions:
    Set Score("Player 1", Add, 6, Custom);
    Set Score("Player 2", Add, 6, Custom);
    Set Score("Player 3", Add, 6, Custom);
    Set Score("Player 4", Add, 6, Custom);
    Set Score("Player 5", Add, 6, Custom);
    Set Score("Player 6", Add, 6, Custom);
    Set Deaths("Player 8", "Zerg Broodling", Set To, 0);
    Preserve Trigger();
    Comment("Baby Spider 2 XP Points");
}

//-----------------------------------------------------------------//

Trigger("Heroes"){
Conditions:
    Deaths("Player 8", "Zerg Zergling", Exactly, 3);

Actions:
    Set Score("Player 1", Add, 3, Custom);
    Set Score("Player 2", Add, 3, Custom);
    Set Score("Player 3", Add, 3, Custom);
    Set Score("Player 4", Add, 3, Custom);
    Set Score("Player 5", Add, 3, Custom);
    Set Score("Player 6", Add, 3, Custom);
    Set Deaths("Player 8", "Zerg Zergling", Set To, 0);
    Preserve Trigger();
    Comment("Rabid Dog 3 XP Points");
}

//-----------------------------------------------------------------//

Trigger("Heroes"){
Conditions:
    Deaths("Player 8", "Zerg Broodling", Exactly, 3);

Actions:
    Set Score("Player 1", Add, 9, Custom);
    Set Score("Player 2", Add, 9, Custom);
    Set Score("Player 3", Add, 9, Custom);
    Set Score("Player 4", Add, 9, Custom);
    Set Score("Player 5", Add, 9, Custom);
    Set Score("Player 6", Add, 9, Custom);
    Set Deaths("Player 8", "Zerg Broodling", Set To, 0);
    Preserve Trigger();
    Comment("Baby Spider 3 XP Points");
}

//-----------------------------------------------------------------//

Trigger("Heroes"){
Conditions:
    Deaths("Player 8", "Infested Kerrigan (Infested Terran)", Exactly, 1);

Actions:
    Set Score("Heroes", Add, 25, Custom);
    Set Deaths("Player 8", "Infested Kerrigan (Infested Terran)", Set To, 0);
    Preserve Trigger();
    Comment("Giant Spider XP Points");
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Post #12     NudeRaider Sep 7 2008, 12:17 pm

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Well you base it on deaths. If P7 kills a P8 unit then his deaths go up too. Man was it THAT hard to figure out?

Take a method based on kills or kills score. But keep in mind, you can only subtract kills score, not the kills themselves!
I think you will need kills to cash perfect here. (check wiki for kills to cash methods)


Btw. you could keep your triggers if you followed another, kinda lame way. Regard is as a quick and dirty fix:
Don't let P7 kill any units. If P8 comes near town, just kill them via trigger, that doesn't add to the deaths.
Don't know how your town looks like, but making the defending units (best in bunkers) do 0 damage would enable you to place the killer location in weapon range, which won't look THAT lame. Also killing only 1 unit per trigger loop makes it also look a bit better.
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Post #13     blacklight28 Sep 7 2008, 10:26 pm

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I had it working on deaths before. I had it so that if player 7 killed one of player 8's guys, it would subtract how ever many points the unit was worth from force 1's score then set player 8's deaths for that unit to 0. But that didn't work.
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Post #14     rockz Sep 7 2008, 10:46 pm

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The problem is how you tell that player 7 killed one of the guys. If you could do that, you wouldn't need anything special.

Take the score/deaths method of kills to cash. It will work perfectly. Set it up so that when player 7 kills people, you subtract the death and the score, but don't give any custom points to him.
Of the sparkling wines, the most famous is Perth Pink. This is a bottle with a message in, and the message is 'beware'. This is not a wine for drinking, this is a wine for laying down and avoiding.

Another good fighting wine is Melbourne Old-and-Yellow, which is particularly heavy and should be used only for hand-to-hand combat.
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Post #15     blacklight28 Sep 8 2008, 12:13 am

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I'll just do it the lame way. =/
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Post #16     PCFredZ Sep 8 2008, 7:33 pm

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Quote from blacklight28
I had it working on deaths before. I had it so that if player 7 killed one of player 8's guys, it would subtract how ever many points the unit was worth from force 1's score then set player 8's deaths for that unit to 0. But that didn't work.
Then you did something wrong. What you described would work very well if P7 and P8 are allied, in which case they would only kill each other via splash damage, which is very rare and can be countered by subtracting points as you described.
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Post #17     NudeRaider Sep 8 2008, 7:36 pm

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Quote from PCFredZ
Then you did something wrong. What you described would work very well if P7 and P8 are allied, in which case they would only kill each other via splash damage, which is very rare and can be countered by subtracting points as you described.
Just that P8 attacks P7 and they are enemies
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