Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: AoS Perk Help: CLEAVE!
AoS Perk Help: CLEAVE!
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Apr 13 2009, 7:07 pm
By: Xesh  

Apr 13 2009, 7:07 pm Xesh Post #1



Alright, Its about time I made another thread: Today im wondering about my Perks for my units. Today's is Cleave! Taken directly from DnD Cleave states that if you make a successful kill on one unit, you have the chance to Cleave through and into the nearest enemy. Greater Cleave states you can do this infinitly (Given you have enough units around you and you succesfully kill them all) ...(Oh man, ive seen some games where The fighter would Take 5 foot steps each Greater Cleave and walk right through a hoard of goblins..Haha :D) Moving on...My problem is setting up the trigger without it triggering EVERY time.
Heres the Setup: Everyone will have access to this perk, and everyone has their own 8x8 unit location aligned to them always. After doing something in the game, you will have access to it. Players set the use of the perk by placing Reavers inside a box on their sided Area.
What Should Happen: Player 1 Kills a zergling..this inturn kills another zergling around him and rewards him with the minerals for killing it unaturally. this happens every 15 seconds.
What I expect will happen: Weird effects like always killing an extra zergling even if the kill was not made. Computer players triggering the kill, other weird things(have not constructed it yet)

How would you suggest I go about making it work?



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Apr 13 2009, 7:18 pm samsizzle Post #2



It would be cool if it was a critical hit where you had a dt or something appear next to the enemy unit and slice it in one hit while playing an awesome sword slash wav file. You could do that by having whatever condition centering a location on a unit near the hero like inside his following location then creating waiting for like 500 ms and killing the dt, to make it not run all the time just set one of the conditions as a switch and clear the switch in the same trigger, then whenever you want it to happen just set the switch. or you could put it on a death count timer. If i understood you correctly.



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Apr 13 2009, 7:25 pm Xesh Post #3



Thats a great idea But the problem is..if the Player isnt killing a zergling, then its going to still happen regardless...

the deathcounts are being reset every time a unit is killed and this then makes another unit at the base(recycling units, never more than what you originally set, The perfect AoS trigger.) also, Player 7 has a big influence on the battle-field always killing the other units too(players work alongside an army) so that might cause some problems...



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Apr 13 2009, 7:41 pm Biophysicist Post #4



Use Kill Score to detect when the player kills a unit. Like this:

Trigger 1:
Conditions:
Current Player's Kill Score is at least 1
Actions:
Kill 1 Zergling at <location> for <enemy comp>
Modify Death Counts for Current Player: Set deaths of Start Location (or w/e, this is just an example) to 1
Preserve Trigger

Trigger 2:
Conditions:
Current Player has suffered at least 1 deaths of Start Location
Current Player's Kill Score is at least 1
Actions:
Modify Death Counts for current player: Add 1 for Terran Beacon (or w/e)
Modify Score for Current Player: Subtract 1 for Kill Score
Preserve Trigger

Trigger 3:
Conditions:
Current Player's Kill Score is exactly 0
Actions:
Modify Death Counts for Current Player: set to 0 for Start Location
Preserve Trigger

Note that will activate when ANY unit is killed by the player, not just Zerglings. Also, you'd have to use Deaths of Terran Beacon instead of Kill Score everywhere else. (Deaths of Terran Beacon is effectivly the player's kill score now.)



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Apr 13 2009, 7:44 pm Xesh Post #5



damn. Im using Kill-score to fuel my SWEEET RAVE PARTY. er i mean My Kills>cash And Combo System :/ unless you mean Number of kills. . .like the overall kills score

kill score=/=kills score



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Apr 13 2009, 7:47 pm Biophysicist Post #6



I meant Kill Score. Like the thing that goes up by 50 whenever you kill a ling and stuff. Not Kills of Unit.

Anyway. You can still do K>C and the combo system. Just replace Kill Score with Deaths of Terran Beacon in all of your triggers and add my Cleave triggers to the top of your list.



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Apr 13 2009, 7:50 pm samsizzle Post #7



is there a list somewhere that says how much score you get when you kill a certain unit?



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Apr 13 2009, 7:51 pm Moose Post #8

We live in a society.

Quote from Xesh
Heres the Setup: Everyone will have access to this perk, and everyone has their own 8x8 unit location aligned to them always. After doing something in the game, you will have access to it. Players set the use of the perk by placing Reavers inside a box on their sided Area.
8x8 is definitely more than a 5-foot step. :P

Quote from Xesh
What Should Happen: Player 1 Kills a zergling..this inturn kills another zergling around him and rewards him with the minerals for killing it unaturally. this happens every 15 seconds.
Constantly add 1 to a death counter. Have the cleave trigger set it back to zero and only run when it's greater than the amount of death counts accquired in 15 seconds. (about 330 if you're using hyper triggers)

Quote from Xesh
What I expect will happen: Weird effects like always killing an extra zergling even if the kill was not made. Computer players triggering the kill, other weird things(have not constructed it yet)
Triggers do what they are told. If you don't want computer players running the trigger, don't give it to any computer players.

You can detect when a Zergling is killed by checking for 50 Kill Score. (scroll down in the article for a list kill scores) This will work provided that the player never kills more than one Zergling at a time.




Apr 13 2009, 8:09 pm Xesh Post #9



Quote from Mini Moose 2707
8x8 is definitely more than a 5-foot step. :P
Good point! ill make small/medium/large unit areas to better set everything in perspective


Quote from Mini Moose 2707
Constantly add 1 to a death counter. Have the cleave trigger set it back to zero and only run when it's greater than the amount of death counts accquired in 15 seconds. (about 330 if you're using hyper triggers)
Weird..I think ive been told this before but... ill look into that. I still don't understand how they work though.

Quote from Mini Moose 2707
Triggers do what they are told. If you don't want computer players running the trigger, don't give it to any computer players.

You can detect when a Zergling is killed by checking for 50 Kill Score. (scroll down in the article for a list kill scores) This will work provided that the player never kills more than one Zergling at a time.
Computer players dont have this ability..im just scared that in a certain setup, they will trigger it for the players. its kindof tricky to setup given what im using elsewhere...im trying to find alternative ways of doing this that wont clash with my other triggers :(

SLIGHT EDIT RAGE: im going to have to make a thread detailing what every trigger in my campaign does so that you guys can accurately say the perfect response when i ask, wont I? :/

Edit: Thanks guys, i got it working

Post has been edited 2 time(s), last time on Apr 13 2009, 10:51 pm by Xesh.



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