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
I've looked and looked for teleport can't find it, so I did remove unit, then replace. But still wants to delay as time passes.
I just started with this scmdraft2 editor and I don't have BW, just SC. Idk if thats why I can't find teleport?
Sorry for me being imprecise and causing you so much trouble... I said teleport because the effect is teleport. But the name of the action is 'Move Unit'.
Ok I changed the Order Move to Just Move, TY MINIMOOSE, IM NOOB! Works much better.
But doing a remove then replace, looks like a teleporter! woot!
Use the 'order action' to command your army to attack and use the 'Move Unit' action to reset your Masser-Unit.
Remove/Create would technically work and even look the same but it has 2 disadvantages:
- When the map is maxed (a total of 1650 units on the map - including mineral blocks, buildings, everything! - the masser wouldn't get created
- Everytime you used the masser you would lose the hotkey on your masser.
Also where are Hyper Triggers, would that work better?
I think a simple madness or nvs map doesn't need Hypers.
You CAN of course implement them but it wouldn't change much, except you would have to increase the time between spawns (if timer is triggered). And the masser command would be executed a little faster.
BUT when using kills-to-cash (or other bonus) system its highly recommended that you use hypers because these triggers (except method 2) need either low killing speed or high trigger firing speed to work properly.
I've been trying to understand hypertrigs from the few sources I've read so far.
I did make some for my map, I could tell the difference, but there not right from your example.
Also would this cause a wait block if you have 8plyr map with a hypertrig for each player?
I suppose making 1 for /allplyrs wouldn't be good?
Wait blocks happen when a player is executing a wait, while he is already executing another wait.
Normally this happens when you say: (just an example)
spawn unit - wait 5000ms - and the next trigger is for example
Text "Marine Spawned" - wait 1000ms - Text "Next comes in 4s"
The first trigger is waiting 5s to fire again and immediately after, the 2nd trigger shows the text and also waits (1s) and - bam - 2 waits for 1 player --> waitblock
When hypertriggers are running for a player and you execute a wait this causes a wait block too, as soon as (while waiting for 1st trigger) the hypertrigger(s) is/are fired.
You see you CAN make hypertriggers for all players, BUT then you MUST NOT have any wait for any player in any trigger.
To completely confuse you: If you HAVE to make a wait at some time of the game (e.g. for animated text) you can set a switch and add this switch to the hypertriggers' conditions. Set the switch as soon as you want the text and clear it after.
My maps is shaping up, except for getting a descent flow of $ for kills,
Every method you posted should work. They have all 1 concept in common: One or more unit gets killed -> kill score rises -> trigger is fired -> money is given -> kill score subtracted or set to 0.
So now the money you get depends on which unit(s) you killed since the last trigger loop. 1 highly rewarded unit may give more that 10 cheap units. When your money doesnt stop it may be because you kill so many units that subtracting 25 kills score per loop just isnt enough. Solve that by making many triggers with kills score ranges from 50k to 25.
Which method works best depends on for what you want a reward, how fast units get killed and how many different units are there.
I understand you have many different units, large armies and would like to reward every single kill, no matter which unit was killed. But this isn't exactly possible, because the trigger always fires (I assume) after many units have been killed. And then its impossible to determine how many units have been killed judging the kill score. If it were 1v1 you could use enemy's death counts for that.
So I would use method 2 and use some triggers with different amounts (e.g. 50k - 10k - 2k - 400 - 25) and give minerals accordingly (e.g. 2k - 400 - 80 - 16 - 1). Place the largest amount on top.
Would this Trig effect it? I wouldn't think so..
No.
A) a trigger doesnt care if another trigger already did the same he is about to do (giving minerals)
B) its not preserved so it can't interfere later in the game