Hello guys, i´ve got a problem. Maybe an easy one.
So i want to make a map where units get teleported to the place, where they kill a unit. Sounds very easy.
Player x kills 1 ling in "1" --> Move Ghost from player "x" to "1"
So... i donßt want to make 10000 triggers and want to ask you how it could be possible, that its recognized which player kills the unit at a specific place.
So the problem is that if I kill a unit , every player ingame will be teleported to this place who kills a unit @ same time...
Do you understand what i mean?
Thanks for every response.
None.
You can detect which player killed an enemy unit with the Kill Score conditions (Score -> kills). Killing a zergling gives the player 50 kill score. If you are sure that, in your case, a zergling can only be killed in the '1' location, then it's fine. If, however, you do not know for sure where the zergling is killed, this might get nasty.
None.
Prob , there are over 250 lings to get killed. And if 2 players kill 1 ling @ same time they maybe get both teleported @ same location even they killed the ling on different locations if you understand... so.... how to fix taht prob..
None.
If I am correct, two players cannot kill one unit at the same time. In other words, only one of them will get the kill score, thus only one of them will be teleported. Even if I'm wrong and two players can kill one unit simultaneously, you can just pretend that one of them was a little bit late and not teleport him - nobody will notice in a battle with 250 zerglings.
The true problem is detecting the location of a units death. There is a system that does that, but due to the way SC's engine works, it has only a 50% chance of detecting each units death position. There is an example map called
Duplicating Marines that demonstrates how it is done. However, I suggest you drop your current idea and think of something simpler.
None.
The zerglings use is not to fight.
I explain my game so it´s easier to understand what i want.
The game will be something like Sniper Paintball. You have a ghost and have to capture the flag. That you can move faster and that it is kind of more funny , you are a "Jumper" There are 250 Locations at the battlefield and you can move your own just by killing burrowed lings and then you "jump" there. The ling you killed will be created again in this location so you can always "Jump" again there.
Its just about your mousespeed, you can jump there, then there and kill your enemy if you understand? And when you battle each other ,you should be teleported on the place you want , or it will get very weird-
None.
OK. Use Kill Score conditions (zergling gives you 50) to detect who killed a zergling and then detect where the zergling has been killed. If two players killed different zerglings within the same trigger loop, then you can detect which player is closer to which zergling, though this is not a fully reliable method. In fact, I cannot think of any way of detecting it with 100% accuracy (with your current setup) - in cases when nearby players kill zerglings within the same trigger loop, it may still give errors.
I suggest you think of something simpler for teleporting. Perhaps portal-like objects that are used as teleports to fixed locations scattered around the map?
None.
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
How about making the snipers Dark Archons? When your map is designed like most sniper maps where 1 shot kills this would be totally viable. You could even implement a hp system, where you decrease the da's life by 20% each time they got mc-ed. Drawback (though realistic) each time you get hit, your unit loses orders (is stunned for a split second)
Another idea to support this: Make the flag a civilian or maybe a neutral zealot with speed (faster). When a da gets near the zeal (=flag) Always order the zeal to follow this da. Then enemy das could mealstrom the zeal so it stops following the da. There might be more...