Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: system for random minerals
system for random minerals
Dec 26 2008, 1:26 am
By: RISKED911  

Dec 26 2008, 1:26 am RISKED911 Post #1



do i use switches in making an rpg map so it would be a little like this if u killed a monster...


player x

kill xunit

set switch x1
set switch x2
set switch x3


player x

switch x1 is x
switch x2 is x
switch x3 is x

add x to x.mins



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Dec 26 2008, 1:50 am Pigy_G Post #2



Okay you really need to work on explaining what you want, because all it looks like to me is a serious of mismatched, misspelled trigger actions.



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Dec 26 2008, 1:52 am ForTheSwarm Post #3



kill unit

randomize switch 1
randomize switch 2
randomize switch 3

This is how you do it.



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Dec 26 2008, 1:54 am Falkoner Post #4



Use Single Switch Randomization instead of switches, it will work much much better than switches, and will require WAY less triggers, basically, do what it says in that tutorial, except instead of using Death Counts, use minerals.



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Dec 26 2008, 2:26 am NudeRaider Post #5

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 RISKED911
do i use switches in making an rpg map so it would be a little like this if u killed a monster...


player x

kill xunit

set switch x1
set switch x2
set switch x3


player x

switch x1 is x
switch x2 is x
switch x3 is x

add x to x.mins
and 'x' would be what?




Dec 26 2008, 2:29 am RISKED911 Post #6



Quote from NudeRaider
Quote from RISKED911
do i use switches in making an rpg map so it would be a little like this if u killed a monster...


player x

kill xunit

set switch x1
set switch x2
set switch x3


player x

switch x1 is x
switch x2 is x
switch x3 is x

add x to x.mins
and 'x' would be what?

the name of the switch and stuff



None.

Dec 26 2008, 10:50 am Zhuinden Post #7



I doubt this stuff would work if you give it "kill x unit" because the killed x units of y cannot be reset to 0 (afaik) and that's why you need to use kill scores instead and subtract them when you add the minerals.



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Dec 26 2008, 12:06 pm Ahli Post #8

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

use kill score instead of kills.
I would use sth like this:
1.: score > 1 -> add 1 ore, randomize 3 switches
2.: score > 1 AND switch1 is set -> Add 1
3.: score > 1 AND switch2 is set -> Add 2
4.: score > 1 AND switch3 is set -> Add 4
5.: score > 1 -> set score to 0

Here you would gain [1, 8] Minerals for a kill.




Dec 26 2008, 4:59 pm Falkoner Post #9



Or you can do Single Switch Randomization... (hint hint, nudge nudge)



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Dec 27 2008, 8:13 pm Dem0n Post #10

ᕕ( ᐛ )ᕗ

Morph did this crazy like 5000 trigger concept where you have mining SCVs and when they return the minerals to your CC, you get a random amount of minerals. If you're up to making a billion triggers, you could try that. :)

Collapsable Box


Post has been edited 1 time(s), last time on Oct 9 2012, 12:21 am by I Iz LEET.




Dec 27 2008, 9:14 pm Falkoner Post #11



Quote
Morph did this crazy like 5000 trigger concept where you have mining SCVs and when they return the minerals to your CC, you get a random amount of minerals. If you're up to making a billion triggers, you could try that. :)

That seems weird that it would take that much, it's just a money change system where you have to make it again with different mineral amounts, although I guess the size of it depends on the amount you plan on possibly giving for each mineral returned.



None.

Dec 27 2008, 9:34 pm Morphling Post #12



Here it is. I finished it really quick and it's messy, but i did it.

Attachments:
Mine Random Minerals.scm
Hits: 5 Size: 44.06kb



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