Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Random multi ammo stats using leaderboard
Random multi ammo stats using leaderboard
Apr 28 2009, 8:39 pm
By: MadZombie  

Apr 28 2009, 8:39 pm MadZombie Post #1



So I was with a friend and he wanted me to test his map. I kinda didn't know you could put peoples mineral and gas count on the leader board.

So i was wondering, if your making a 1P map that uses some sort of ammo system could you have like 5 comps and use the leaderboard to keep track of each individual ammunition amount for each gun? In most maps that are 1P (mostly zombie maps) that use a mineral and gas system they make it so you can only carry one weapon at a time and if you get a new one then you HAVE to trade in all your ammo for the ammo of that new unit.

Basically its like instead of having a guy that can only carry one weapon, you can have multiple weapons with the correct ammunition.

Idk I've just never seen it done.



None.

Apr 28 2009, 9:12 pm Pigy_G Post #2



Why not just use mineral and gas, then when you switch weapons convert the current ammuntion to a death count, when you go back to that weapon convert the death count back to ammunition?



None.

Apr 28 2009, 9:37 pm MadZombie Post #3



Quote from Pigy_G
Why not just use mineral and gas, then when you switch weapons convert the current ammuntion to a death count, when you go back to that weapon convert the death count back to ammunition?
You could, but you be able to see your ammunition for like 5 different weapons at the same time without having to switch to see how much ammo you have of that weapon. Well I knew something like this was completely new but eh...



None.

Apr 29 2009, 2:11 am FlashBeer Post #4



Death counts are the way to go.

The problem with displaying multiple ammo types with a leaderboard at once, as you said, is limited to 1P games, but also, players will have to remember which comp color is which ammo type.

You could display patches of minerals, building's hp, or other unit's with numerically values to show the amount of clips, magazines, or shotgun shells they have. (Since it would take way too many triggers for weapons with hundreds of ammunition to display the exact number) Then you calculate the amount of ammo per mag and give it to the ammo display unit.

example: you have 78 bullets, each mag takes 12 rounds
In triggers,
For each 12 deaths of 'bullet', subtract 12 deaths of 'bullet', add 1 death of 'magazine'
this converts 78 bullets to 6 full magazines
player has suffered 6 deaths of magazine, add 6 minerals to 'mineral patch named magazines'
Or could round it up to 7 magazines, since you have another half-full magazine

Personally, I think switching weapons and looking at the minerals & gas, would be the best way to check on your ammo, it would also be more realistic.



None.

May 3 2009, 1:05 pm Vi3t-X Post #5



A memory system would probably be best. Do you REALLY know if you have 500 9mm bullets, 200 12 Gauges and a few 12mm rounds?



None.

May 3 2009, 2:38 pm rayNimagi Post #6



Quote from FlashBeer
Death counts are the way to go.

The problem with displaying multiple ammo types with a leaderboard at once, as you said, is limited to 1P games, but also, players will have to remember which comp color is which ammo type.

You could display patches of minerals, building's hp, or other unit's with numerically values to show the amount of clips, magazines, or shotgun shells they have. (Since it would take way too many triggers for weapons with hundreds of ammunition to display the exact number) Then you calculate the amount of ammo per mag and give it to the ammo display unit.

example: you have 78 bullets, each mag takes 12 rounds
In triggers,
For each 12 deaths of 'bullet', subtract 12 deaths of 'bullet', add 1 death of 'magazine'
this converts 78 bullets to 6 full magazines
player has suffered 6 deaths of magazine, add 6 minerals to 'mineral patch named magazines'
Or could round it up to 7 magazines, since you have another half-full magazine

Personally, I think switching weapons and looking at the minerals & gas, would be the best way to check on your ammo, it would also be more realistic.

I like this system. If you find this one too complicated, consider just creating a few enclosed areas off the playing field and using critters as magazines, and p1's minerals as the bullets.



Win by luck, lose by skill.

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[10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
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[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
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[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
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NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
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