Kill Problem
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Apr 10 2010, 6:57 pm
By: Super Duper  

Apr 10 2010, 6:57 pm Super Duper Post #1



I'm getting ready to submit 40 files to the DLDB when it gets back up (All mine. 30 of them are probably melee, but thats besides the point).
I have a map with 3 cannons. You hotkey each cannon, 1, 2 and 3. You then use the cannons to attack passing medics. Once you get a certain number of medic kills, you get a civillian to that gives you special "powers" to help you kill the medics. :wtfage:
So basically, how do I make it so every 10 kills, a civilian spawns?
This may seem like a noob question. Also, I dont want to use Scoreboards. :ermm:
Thanks in advance.



None.

Apr 10 2010, 7:02 pm CecilSunkure Post #2



You can use player score kill, you can use deaths of medics, you can use both in conjunction to one another, or you could use kills to cash perfect (in the wiki).

Find the score of a medic when killed, multiply by 10.



None.

Apr 10 2010, 7:16 pm Super Duper Post #3



So what would the exact triggers be?



None.

Apr 10 2010, 7:39 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Kill scores are in our wiki:
http://www.staredit.net/wiki/Kill_Scores

Everytime you kill a medic, that value is added to your kill score.

Trigger
Players

  • ...
  • Conditions

  • Score: Current Player at least 2500 of kills
  • Actions

  • Subtract 2500 kill score for current player
  • create 1 civ in some location
  • Subtract 2500 kill score for current player
  • preserve trigger





  • Apr 11 2010, 12:11 am Super Duper Post #5



    You know, blatantly obvious stuff like this never occurs to me.

    Solved.



    None.

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    [02:27 am]
    Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
    [02:58 pm]
    Ultraviolet -- Symmetry
    Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
    fr fr
    [2026-7-17. : 2:39 am]
    Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
    [2026-7-16. : 6:28 am]
    NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
    [2026-7-16. : 6:26 am]
    NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
    [2026-7-16. : 6:25 am]
    NudeRaider -- Symmetry
    Symmetry shouted: Ohhh imagine a SC map that could delete itself
    not the map, the editor
    [2026-7-16. : 2:28 am]
    Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
    [2026-7-16. : 2:28 am]
    Symmetry -- Ohhh imagine a SC map that could delete itself
    [2026-7-15. : 8:51 pm]
    NudeRaider -- Symmetry
    Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
    yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
    [2026-7-15. : 4:10 am]
    Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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