Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Killing a Unit for Experience and Money
Killing a Unit for Experience and Money
Apr 11 2008, 6:46 pm
By: LiQuiDz  

Apr 11 2008, 6:46 pm LiQuiDz Post #1



I have Players 1, 2, and 3 vs Players 4, 5, and 6 in a defense game. My problem is, I want if for example Player 1 kills a unit from Force 2 (Players 4, 5, and 6) to get "X" amount of Experience and "X" amound of Money for that kill. My problem is...I want it to work for all players accordingly and to be preserved for the whole game (So that if Player 1 kills again, he gets it...pretty sure you already understood the xD).

I thought I already had a good way of doing this by having:

Player 1
::Conditions::
Current Player kills at least 1 "unit"
Force 2 has suffered exactly 1 death of "unit"
::Actions::
Give Exp
Give Money
Preserve Trigger

This is of course with a trigger for all players always setting their deaths to 0. The bug in this is...if player 1 kills a unit from player 4 and so does player 2...then if player 1 kills a unit from player 4...both player 1 and 2 are gonna get the experience and money....so I need the best way to do this plzz! All I need is this help and my map will be done!



None.

Apr 11 2008, 7:02 pm Ahli Post #2

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

use kill score (points) instead of the value of kills and reset it for the player in your actions:

trigger:
Player 1
::Conditions::
Current Player has at least 1 "killscore"
Force 2 has suffered exactly 1 death of "unit"
::Actions::
set kill score for Current Player to 0
Give Exp
Give Money
Preserve Trigger

Make sure that the deathcounts will be resetted after the last player gained his money and Exp. (DC reset trigger coul be in All Players, too, I believe).




Apr 11 2008, 7:06 pm LiQuiDz Post #3



thanks man will give it a test :D



None.

Apr 11 2008, 10:56 pm NudeRaider Post #4

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

That method is not without it's drawbacks. For example splash kills will cause trouble.
Here are all common kills to cash methods.
Read it to find out which method suits your map best.




Apr 12 2008, 1:17 am Falkoner Post #5



Kill cannot be set, so you have to use Kill Score, just note that Kill Score is not the same as Kill, Kill Score is a set number depending on what unit you kill, it gives you that score. You will want to use Kill Score, but you might get glitches every once in a while because it is a defense map, and it might not update fast enough to detect it properly when multiple units are killed at once. You might have to settle for a close-to-perfect system, but not completely perfect.



None.

Apr 12 2008, 8:23 pm LiQuiDz Post #6



Well I did the trigger and it seems to not work that often...I was testing with friends and teal had like 20 kills to browns like 6 and Brown had like 2200 exp to teals 100 exp...it seems to stop working or slow down after like 2 mins in the game...idk what the problem is, but this is a big part to my map.



None.

Apr 12 2008, 9:04 pm Falkoner Post #7



Did you use at Least for your conditions, or exactly?



None.

Apr 13 2008, 1:29 am NudeRaider Post #8

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

this shouldn't happen.
Post the exact trigger(s) or better the whole map




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