Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Problems with "The Lowest Razings" tieing
Problems with "The Lowest Razings" tieing
Apr 6 2009, 12:15 am
By: Oo.DaMeiN.oO  

Apr 6 2009, 12:15 am Oo.DaMeiN.oO Post #1



Okay, like before I have found a new way to do my point system, but yet again "Lowest" is glitching.

Now, everything is okay, it works so long as there is no tie.

Which, it still works, kinda. But it only goes as far as P1 then gives him the point, even though everyone is tied with him.

Trigger
Code
Player 8 has suffered exactly 0 "unit"
Player 8 has suffered exactly 5 "unit2"
Current player has lowest razings

Set score of current play 1 "units"
Set deaths for Player 8 6 "unit2"
Preserve Trigger


Now, I know that all triggers start from P1, thus this is why it only reaches player 1 then stops.

But I was wondering if there is a way to detect if P1 is tied, then with a separate trigger add +1 to all players for "units", if all players have the same amount of razings.

So something like..

Code
Player 8 has suffered exactly 0 "unit1"
Player 8 has suffered exactly 5 "unit2"
Current player is tied for least razings ( I know this isn't a real trigger, just giving the idea )

Set score all players 1 "units"
Set deaths for Player 8 6 "unit2"
Preserve Trigger




None.

Apr 6 2009, 6:32 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Explain the problem better. Are you setting razings ever somehow? If so, you can always execute the trigger setting razings until after all the players have ran the trigger.



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

Apr 7 2009, 2:11 am Oo.DaMeiN.oO Post #3



Here's the complete break-down of the triggers/locations/unit

Code
Locations

P1MVPUnits - Players 1-6 have a small box for 1 square at the bottom left corner which create specific units when events happen

MVPUnits -  A location that covers all player-specific MVP Locations ( Etc. P1MVPUnits )


Code
Units

Hunter Killer (Hydralisk) - Each time you kill an opponent 1 Hunter Killer (Hydralisk) is created in your MVPUnit location for Player 8
Unclean One (Defiler) - Each time you return a flag from your opponents base 1 Unclean One (Defiler) is created in your MVPUnit location for Player 8
Zerg Zergling - When you reach 5 or 10 kills on an opponent without dying 1 Zerg Zergling is created in your MVPUnit location for Player 8


( 1260 Right Wall Flame Trap is a timer set which lasts approximately 2:40 seconds )
( The switch "DisplayMVPLeaderboard" activates the leaderboard that displays "units" )


Code
Conditions
Player 8 has suffered exactly 0 Right Wall Flame Trap
Player 8 has suffered exactly 0 Right Wall Missile Trap

Actions
Modify death counts for Player 8: Set to 1260 for Right Wall Flame Trap
Modify death counts for Player 8: Set to 1 for Right Wall Missile Trap
Preserve Trigger


Code
Conditions
Player 8 has suffered at least 1 Right Wall Flame Trap

Actions
Modify death count for Player 8: Subtract 1 for Right Wall Flame Trap
Preserve Trigger


Code
Conditions
Player 8 has suffered exactly 0 deaths of Right Wall Flame Trap
Player 8 has suffered exactly 1 deaths of Right Wall Missile Trap
Player 8 brings at least 1 [any unit] to "P1MVPUnits"

Actions
Give all [any unit] owned by Player 8 at "P1MVPUnits" to Player 1
Preserve Trigger

( This trigger is given to players 1-6, with the change of location to the specific player )


Code
Conditions
Player 8 has suffered exactly 0 deaths for Right Wall Flame Trap
Player 8 has suffered exactly 1 deaths for Right Wall Missile Trap
Player 8 brings exactly 0 [any unit] to "MVPUnits"

Actions
Modify death count for Player 8: Set to 2 for Right Wall Missile Trap
Modify score for All Players: Set to 0 units
Preserve Trigger


Code
Conditions
Player 8 has suffered exactly 0 Right Wall Flame Trap
Player 8 has suffered exactly 2 RIght Wall Missile Trap
All players bring at least 1 Hunter Killer (Hydralisk) to "Anywhere"
Current player commands the most Hunter Killer (Hydralisk)

Actions
Modify death count for Player 8: Set to 3 for Right Wall Flame Trap
Modify score for Current Player: Add 1 units
Preserve Trigger

( This trigger is given to players 1-6 )


Code
Conditions
Player 8 has suffered exactly 0 deaths for Right Wall Flame Trap
Player 8 has suffered exactly 2 deaths for Right Wall Missile Trap
All Players bring exactly 0 Hunter Killer (Hydralisk) to "Anywhere"

Actions
Modify death count for Player 8: Set to 3 for Right Wall Missile Trap
Preserve Trigger

( This trigger is given to players 1-6 )


Code
Conditions
Player 8 has suffered exactly 0 deaths of Right Wall Flame Trap
Player 8 has suffered exactly 3 deaths of Right Wall Missile Trap
All players bring at least 1 Zerg Zergling to "Anywhere"
Current player commands the most Zerg Zergling

Actions
Modify death count for Player 8: Set to 4 Right Wall Missile Trap
Modify score for Current Player: Add 1 units
Preserve Trigger

( This trigger is given to player 1-6 )

[code]
Conditions
Player 8 has suffered exactly 0 deaths of Right Wall Flame Trap
Player 8 has suffered exactly 3 deaths of Right Wall Missile Trap
All players bring at exactly 0 Zerg Zergling to "Anywhere"

Actions
Modify death count for Player 8: Set to 4 Right Wall Missile Trap
Preserve Trigger

( This trigger is given to players 1-6 )


Code
Conditions
Player 8 has suffered exactly 0 deaths of Right Wall Flame Trap
Player 8 has suffered exactly 4 deaths of Right Wall Missile Trap
All players bring at least 1 Unclean One (Defiler) to "Anywhere"
Current player commands the most Unclean One (Defiler)

Actions
Modify death count for Player 8: Set to 5 Right Wall Missile Trap
Modify score for Current Player: Add 1 units
Preserve Trigger
( This trigger is given to players 1-6 )


Code
Conditions
Player 8 has suffered exactly 0 deaths of Right Wall Flame Trap
Player 8 has suffered exactly 4 deaths of Right Wall Missile Trap
All players bring exactly 0 Unclean One (Defiler) to "Anywhere"

Actions
Modify death count for Player 8: Set to 5 Right Wall Missile Trap
Preserve Trigger


Code
Conditions
Player 8 has suffered exactly 0 deaths of Right Wall Flame Trap
Player 8 has suffered exactly 5 deaths of Right Wall Missile Trap
Current player has lowest razings

Actions
Modify death count for Player 8: Set to 6 Right Wall Missile Trap
Modify score for Current Player: Add 1 units
Preserve Trigger
( This trigger is given to players 1-6 )


Code
Conditions
Player 8 has suffered exactly 0 deaths of Right Wall Flame Trap
Player 8 has suffered exactly 6 deaths of Right Wall Missile Trap

Actions
Modify death count for Player 8: Set to 1260 Right Wall Flame Trap
Modify death count for Player 8: Set to 1 Right Wall Missile Trap
Set "DisplayMVPLeaderBoard"
Give all [any unit] owned by All Players at "MVPUnits" to Player 8
Modify score for Player 8: Set to 0 units
Preserve Trigger


Post has been edited 1 time(s), last time on Apr 7 2009, 2:41 am by Oo.DaMeiN.oO.



None.

Apr 7 2009, 2:35 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

You don't have any razings there, nor a trigger which detects least razings. Comment the triggers, or EXPLAIN what you want to do.
Quote
Units

Hunter Killer (Hydralisk) - Each time you kill an opponent 1 Hunter Killer (Hydralisk) is created in your MVPUnit location for Player 8
Unclean One (Defiler) - Each time you return a flag from your opponents base 1 Unclean One (Defiler) is created in your MVPUnit location for Player 8
Zerg Zergling - When you reach 5 or 10 kills on an opponent without dying 1 Zerg Zergling is created in your MVPUnit location for Player 8
Devouring One (Zergling) - Each time you die 1 Devouring One (Zergling) is created in your MVPUnit location for Player 8
This is a good description. What do you want to do every 2:40? Detect who has the least?



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

Apr 7 2009, 2:42 am Oo.DaMeiN.oO Post #5



Sorry, I fixed that.

The Devouring One is what I use to use to detect least deaths until I could not get it to detect them at all, so I removed them and used lowest razings.

And yes, every 2:40 it will calculate who has the most/least for points.



None.

Apr 7 2009, 4:38 pm rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

Collapsable Box

okay
Collapsable Box

okay.

( 1260 Right Wall Flame Trap is a timer set which lasts approximately 2:40 seconds )
( The switch "DisplayMVPLeaderboard" activates the leaderboard that displays "units" )


Collapsable Box

Every 2:40, set Right Wall Missile Trap to 1.
Collapsable Box

Timer
Collapsable Box

Every 2:40, give all the units at the area to their respective player
Collapsable Box

Set Score to 0 for everyone, set missile trap to 2
Collapsable Box

Give 1 unit score to the person with the most kills
Collapsable Box

If nobody killed anyone, move on to the next step
Collapsable Box

Give the player with the highest combos 1 unit score
Collapsable Box

If nobody got a combo, move on to the next step
Collapsable Box

Whoever got the most flags gets 1 unit score
Collapsable Box

If nobody got a flag, move on to the next step
Collapsable Box

Whoever killed the least buildings gets 1 unit score
Collapsable Box

Get rid of any player 8 unit score, set a switch, give everything back to p8, restart timer.


Well, now that I went through and did what I asked you to do, your problem isn't least razings, it's the missile trap DC. Not to mention, that DC is completely pointless, and is the source of your problems. Why are you using unit score, rather than something better, like deaths, or custom score? Unit score changes every time you create/build a unit.

Try these triggers, but edit them with your locations and such.
Collapsable Box




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

Apr 8 2009, 1:41 am Oo.DaMeiN.oO Post #7



I have to use Unit score because Custom and razings are already being used.

As for the unit score, every time they get to 175 in unit score it subtracts 175. The only unit they will ever command in this map is a Ghost, which when created gives 175. So thats no problem.

So which one do I add the setting of MVPLeaderBoard switch?



None.

Apr 8 2009, 5:23 am rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

what's the MVPLeaderBoard switch do? You can stick it on any of them I guess, so long as it runs. I'd stick it on the timer trigger or something. If it just "shows leaderboard for units" then, you might as well just have that run initially. You can't get rid of a leaderboard once it's on.



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

Apr 8 2009, 1:51 pm Oo.DaMeiN.oO Post #9



Yes you can, I didn't show the triggers I used for that but they are as follows

All the ones for showing leaderboards are under "All Players"

Code
Current player has suffered exactly 0 deaths of Vespene Sac 1
Current player has suffered exactly 0 deaths of Vespene Sac 2
"MVPLeaderBoard" is cleared

Modify death counts for current player set to 100 for Vespene Sac 1
Modify death counts for current player set to 1 for Vespene Sac 2
Disable computer players in leaderboards
Show Leaderboard of kills "Kills"
Preserve Trigger


Code
Current player has suffered exactly 0 deaths of Vespene Sac 1
Current player has suffered exactly 1 deaths of Vespene Sac 2
"MVPLeaderBoard" is cleared

Modify death counts for current player set to 100 for Vespene Sac 1
Modify death counts for current player set to 2 for Vespene Sac 2
Disable computer players in leaderboards
Show Leaderboard of razings "Deaths"
Preserve Trigger


Code
Current player has suffered exactly 0 deaths of Vespene Sac 1
Current player has suffered exactly 2 deaths of Vespene Sac 2
"MVPLeaderBoard" is cleared

Modify death counts for current player set to 100 for Vespene Sac 1
Modify death counts for current player set to 3 for Vespene Sac 2
Disable computer players in leaderboards
Show Leaderboard of customs "Flags"
Preserve Trigger


Code
Current player has suffered exactly 0 deaths of Vespene Sac 1
Current player has suffered exactly 3 deaths of Vespene Sac 2
"MVPLeaderBoard" is cleared

Modify death counts for current player set to 100 for Vespene Sac 1
Modify death counts for current player set to 0 for Vespene Sac 2
Disable computer players in leaderboards
Show Leaderboard of buildings "Bonuses"
Preserve Trigger


Code
"MVPLeaderBoard" is set


Disable computer players in leaderboards
Show Leaderboard of units "MVP Points"
Preserve Trigger


Code
"MVPLeaderBoard" is Set
Current player has suffered exactly 0 Yellow ( A marine re-named )

Modify deaths for current player set to 140 for Yellow ( Roughly around 30 seconds, if I remember the number correctly )
Preserve Trigger


Code
"MVPLeaderBoard" is set
Current play has suffered exactly 1 Yellow

Clear "MVPLeaderBoard"
Preserve Trigger


And I obviously have a trigger to subtract the yellows.

This results in showing my 4 usual leaderboards for about 40 seconds all the time, then when the calculation happens it shows the MVP one for about 30 then switches back to the usual ones.

But, I'll try your trigger out tonight and see how they go.

*** EDIT ***

I see a problem with your triggers; If I did this

Code
Player 8 has suffered exactly 0 deaths of Right Wall Flame Trap
Current player has lowest razings

Preserve Trigger
Set score for current player add 1 units


This would constantly repeat since there is nothing changing :(

I'm going to try and add like a unit that is given to the player once it has been given the +1 to units, but that doesn't stop everyone's trigger.

*** EDIT ***

Tested with the changes and everything looked good, save the fact the damn Least Razings still does not work... if I can't figure it out soon I'll post what my current triggers are :/

Post has been edited 3 time(s), last time on Apr 9 2009, 2:32 am by Oo.DaMeiN.oO.



None.

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