Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Editing specific units' Kill score worth
Editing specific units' Kill score worth
Jul 26 2009, 12:58 am
By: TheChaosEntity  

Jul 26 2009, 12:58 am TheChaosEntity Post #1



Hi,

I'm currently working on a map that gives points to players for killing units using the Kills leaderboard. Overall I'm fine with the Kills score each unit gives when killed, but there are a few units I'd like to alter the kill scores for (e.g. a Norad II gives 4800 points, while I'd like it to only give 2500). Overall, I'm trying to create a system in which players lose a unique amount of points from their kill score each time they kill a specific unit.

Any advice is appreciated.



None.

Jul 26 2009, 1:13 am Falkoner Post #2



Not possible without EUD Actions or modding, sorry. There are several imperfect ways of trying to work around it, if you'd like to hear those.



None.

Jul 26 2009, 1:19 am Jack Post #3

>be faceless void >mfw I have no face

Use the custom points slot(DCs would be better but IDK if you can put DCs into the leaderboard) and have triggers like

If P1 has exactly 4800 kill score

Add 2500 to Custom
Set kills to 0 (or subtract 4800, i don't know if it would make a difference)
Preserve trigger

And have the leaderboard display Custom instead of kills.
You would need hypertriggers.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 26 2009, 1:22 am TheChaosEntity Post #4



Sure, I'll hear the imperfect methods. One way I've thought of is to make triggers for each instance of kills, since players won't be able to encounter some of the units I'd like to change the worth of but a set number of times, so something like:

Conditions:
Current player kills exactly 1 Norad II.

Actions:
Modify score for current player: Subtract 2300 Kills.

for up to the limited amount of potential kills, but that's something I'd like to avoid doing for obvious reasons, and also wouldn't work for some units that a player could kill an unlimited amount of times.



None.

Jul 26 2009, 1:22 am CecilSunkure Post #5



Well you can also: (which is also imperfect, only if two players kill units at the same time or VERY close to the same time):

Current player kill score at least 1
"Player that LOST the unit" suffers at least 1 death of "Unit that current player killed"

//Actions go here, like subtract points or w/e


Quote from TheChaosEntity
Sure, I'll hear the imperfect methods. One way I've thought of is to make triggers for each instance of kills, since players won't be able to encounter some of the units I'd like to change the worth of but a set number of times, so something like:

Conditions:
Current player kills exactly 1 Norad II.

Actions:
Modify score for current player: Subtract 2300 Kills.

for up to the limited amount of potential kills, but that's something I'd like to avoid doing for obvious reasons, and also wouldn't work for some units that a player could kill an unlimited amount of times.
You can not have that condition, which is a common misconception :)

Post has been edited 1 time(s), last time on Jul 26 2009, 1:28 am by CecilSunkure.



None.

Jul 26 2009, 1:26 am Falkoner Post #6



Quote
You can not have that condition, which is a common misconception :)

Actually he is completely correct, especially after what h said next.

In your map, will multiple units be killed by the same player, at the same time?



None.

Jul 26 2009, 1:31 am CecilSunkure Post #7



Quote from Falkoner
Quote
You can not have that condition, which is a common misconception :)

Actually he is completely correct, especially after what h said next.

In your map, will multiple units be killed by the same player, at the same time?

Oh whoops, I didn't even read his action.. I assumed he was going to subtract one kill of that unit in the action.. :(



None.

Jul 26 2009, 1:35 am TheChaosEntity Post #8



Yes, multiple units can be killed by the same player simultaneously, although it's unlikely that the units I'm interested in editing would be.

zany, I'd consider doing that, even though it would involve me having to do that for each unit that could be killed. However, even with hyper triggers, a player wouldn't get the full points for units of the same type that he killed simultaneously, no? Or is that what you were getting at, Falkoner.



None.

Jul 26 2009, 1:40 am Jack Post #9

>be faceless void >mfw I have no face

As Falk said, there are flawed ways. It depends on the map though. If Norad 2 is a rare unit, or if there is only one player that will be killing it, then you can use error checking but its still not perfect.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 26 2009, 1:48 am TheChaosEntity Post #10



Ah well, seems I'll need to go about it a different way than changing how much each unit is worth.

Thanks for the information, all.



None.

Jul 26 2009, 2:25 am NudeRaider Post #11

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'd do it this way:
For the units that are only encountered a few times during the map make 1 trigger per unit using the exactly x kills condition.

For others that appear more often check for at least 4800 kills score (for bc hero) and use ranges if you also use units that give less points, like duke tank. Assuming the tank gave 2000 score (probably not true, just an estimate) check for at least 2000 score and at most 4800 score.
It is also strongly recommended to use hyper triggers, to reduce false detection to a minimum.
But It will still sometimes happen that the player kills the hero unit and another the same time, so he might get into the next unit range, and thus get subtracted the wrong value, but for one that's a rather rare occasion and also most players won't even notice in the heat of the battle.




Jul 26 2009, 2:50 am rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/files/533/
Kills to cash perfect, which will always give correct money. You need an area which you can kill stuff and a computer player which can't kill anything other than the stuff in the devoted area. Its speed is dependent on how fast you can kill units. This map has the ability to give multiple people money in the same trigger cycle, which makes it much faster than the traditional kills to cash perfect method. The flame traps make it extremely fast, but still not as fast as a trigger run, but they also unfortunately use up attack sprites.



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