Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: More Triggers Help
More Triggers Help
Oct 1 2008, 4:11 am
By: criyton  

Oct 1 2008, 4:11 am criyton Post #1



Ok so i half solved the problem of seperating kills for each character. Heres the thing. I got 6 characters that each player can play and switch between. I want it so each can level up. Now im stuck because at 10 kills i have it set for the player to level up with the unit hes playing. But if he switches to a different unit and get 5 kills and then switch back again to the original unit, how can i get it to continue counting kills for the original unit where it left off at 10..



None.

Oct 1 2008, 4:12 am criyton Post #2



i was thinking of having seperate kill boards for each unit to keep track but i dont know how to edit the killboard names.



None.

Oct 1 2008, 5:42 am rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

Let's get this straight:

You want 6 units (classes) to level up separately, and each of those 6 units can be controlled by various players. Even if one player picks up the unit, drops him, and another player picks it up, you want the experience for that unit to stay the same?

Now, you want to have the experience displayed on the leaderboard for each unit? This last part is impossible to do well. The first is easy.

If my assumptions are correct, I or someone else will write an answer, and some possible workarounds. Please use the edit button for future responses if there are no new posts after your previous one. It's generally good form to not double post.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Oct 1 2008, 9:59 pm Falkoner Post #4



The answer to your problems is Death Counts. Read that tutorial, and I'm sure you'll be able to do it on your own, just store all the values in Death Counts.



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[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 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]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[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
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
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