Every time player one *needs to be p1* kills a zergling it adds 1 kill score right?, well im trying to remove the score and i have tried about everything i have seen on here but it wont work
Trigger
CONDITIONS:
- Player 1 kills at least 1 zergling
ACTIONS:
- Modify score for player 1: Set to 0 kills
- Preserve trigger
CONDITIONS:
- Player 1 kills score is at least 1.
ACTIONS:
- Modify score for player 1: set to 0 kills
Preserve trigger
anyways im using starcraft X-tra and yes i do have this trigger on
CONDITIONS:
- always
ACTIONS:
- Show leaderboard for kills
please help!
None.
Make sure the trigger for the leaderboard is applied to all players, or the force player one is in, or player one.
Not sure what else could be the problem though.
Maybe just don't use X-tra editor?
None.
Oh, Ultimos right. Your trigger condition is listening for 1 kill of a zergling, not the score of at least 1. I read your trigger, and read it over a few times rather carefully, but still missed that.. Darn.
None.
and its also set for
CONDITIONS:
- Player 1 kills score is at least 1.
ACTIONS:
- Modify score for player 1: set to 0 kills
Preserve trigger
but all i gotta do is change the score to at least 50? or w/e the unit point is?
but ya even if the kill ling thing is still wrong i had this for back up
None.
oh wait a sec, i see whats going on lol the leader board isnt showing kill score its showing how many kills i got and not kill points or w/e....
and if kills cant be reset
hmm then what should i do to fix this?
CONDITIONS:
- Player 1 kills at least 1 ling
ACTIONS:
- Set switch
preserve trigger
CONDITIONS:
-switch is set
ACTIONS:
- kill 1 invested terran for player 7 at location
- Wait 2000 miliseconds
- Clear switch
- preserve trigger
what im trying to do is every time player one kills the ling it triggers the 2nd trigger everytime without killing the terran every single time but only when trigger one happens but its probley impossible but idk how else to add chance of ling dropping a item =D
unless kill score also makes the game forget that i even killed a unit..
Post has been edited 1 time(s), last time on Nov 18 2009, 5:14 am by freehamster.
None.
CONDITIONS:
- Player 1 kills at least 1 ling
ACTIONS:
- Set switch
preserve trigger
CONDITIONS:
-switch is set
ACTIONS:
- kill 1 invested terran for player 7 at location
- Wait 2000 miliseconds
- Clear switch
- preserve trigger
what im trying to do is every time player one kills the ling it triggers the 2nd trigger everytime but its probley impossible but idk how else to add chance of ling dropping a item =D
unless kill score also makes the game forget that i even killed a unit..
Ah, this won't work. What you need is something loopable, and kills are not loopable. You should, in the first trigger, detect the score(kills), and detect for at least kill score 50. In the trigger action, you can subtract 50 points of the score kills, and then drop the item wherever you want.
As for the leaderboard, you need it to be displaying the score of kills, and not kills themselves.You don't need the second trigger at all, you can do everything in the first.
If you want to add more triggers to account for the killing of different types of units, use the same method, but take note of this: You need to keep the triggers with the conditions for the highest scores to be in the top of your trigger list, and the triggers with conditions for the smallest amount of points to be at the bottom of the trigger list. This will keep you from detecting the killing of smaller amounts, when the player really only killed a single unit worth many points.
Post has been edited 1 time(s), last time on Nov 18 2009, 5:25 am by CecilSunkure.
None.
Kill ScoreEach unit on SC have their own killscore...
It's good enough, if you're doing a kills to cash system, to do:
Current player has at least 1 kill score
Set killscore to 0
add x amount of resources
The bad thing is, if you kill multiple units at the same time, then this system detects this as one kill...
There is a "perfect kill to cash system" that is probably beyond your scope...
None.
If you are trying to detect when a unit is killed, and you don't care who killed it, you can instead detect when the unit dies via the death count. The problem arises when you need to know who gets the item, and/or where the item drops.
You can detect where the zergling drops the item via the
duplicating marines method which abuses command and bring's differing conditions, and by the nature of how SC works, automatically applies a 50% chance the trigger will run.
If your want to know who killed the unit, then you'll have to do a kills to cash method, and instead of "cash", set a switch/DC which sets off a randomization trigger, which can drop items to the player.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"