When certain unit types kill certain enemy unit types, it's suppossed to generate some ore/minerals income.
I already know the code to use in the general-plugin-template-project in order to increase a players ore/gas, but that's about it:
resources->minerals[unit->playerId] += 1;
What code would I need to detect the killing unit, as well as the killed unit? Which file from GPTP would I need to change? Coding help plz!
P.S.: As a bonus, I'd like the income gain to only occur when a certain tech is researched.
It's possible to do this entirely with EUDs, including the Tech requirement.
Once in a DAT Editor, you can view or modify any unit's kill score. Keep those values in mind when creating your "Kill Score" trigger(s).
Use subtraction (instead of setting) when converting Kill Score to minerals. That way, units of a higher score can yield more minerals. It also allows multi-kills to be calculated correctly.
To add a Tech requirement to this system, add a Switch condition to the conversion trigger(s). Then with EUD triggers, when the player researches the desired Tech, set that Switch. (Also immediately set Kill Score to 0 at that point unless you want all prior kills to count)
"It takes far more than a simple ideology to map amazing things. Mapping requires a strong passion for SC as well as an even stronger devotion to your work. Avoid instant gratification. Set directions/goals for the map, and stick to them. Take pride in the work, be patient with it, and never settle for less."
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Responsible for my own happiness? I can't even be responsible for my own breakfast
Guys, this is Modding Assistance.
Netbek - I think the easiest place to do this would be in weaponDamageHook in weapon_damage.cpp. That function has the attacking unit and target unit as arguments, so it should have everything you need. Right above the line
target->damageHp(damage, attacker, attackingPlayerId,
weaponId != WeaponId::Irradiate); //Prevent Science Vessels from being continuously revealed to the irradiated target
I would add something along these lines:
if(target && attacker && damage >= target->hitPoints && scbw::hasTechResearched(attackingPlayerId, TechId::YourTech)) {
resources->minerals[attackingPlayerId] += 1;
}
Voyager, it works so far, but how do I check if the owner of "target" is an enemy of "attacker"?EDIT: nvm, I just found the "isTargetEnemy(target)" function

this is what the code looks like:
if(target && attacker && damage >= target->hitPoints && attacker->isTargetEnemy(target)) {
if(attacker->id == UnitId::TerranVulture && target->id == UnitId::ZergZergling) {
resources->minerals[attackingPlayerId] += 3;
}
}
I inserted it in "weapon_damage.cpp", above the science vessel lines you mentioned. I additonally made it check the unit type of attacker and target.
Thank you very much once again!
FOR FUTURE SEARCHERS:I attached the full modified "weapon_damage.cpp". I used the
General-Plugin-Template-Project for Visual Studio 2008. For step-by-step image tutorial on SC1 plugin creation, see my posts
here &
here
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Post has been edited 1 time(s), last time on Oct 5 2020, 6:45 pm by Netbek.

Responsible for my own happiness? I can't even be responsible for my own breakfast
scbw::isAlliedTo(attacker->playerId, target->playerId) will return true if target is allied to attacker.EDIT: beat me to it