Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Kill for minerals.
Kill for minerals.
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Dec 20 2008, 9:01 pm
By: Najda  

Dec 20 2008, 9:01 pm Najda Post #1



I want to make it so everytime player 7/8 kills a specific unit, they get a spawned unit back in their base. How would I do this without a load of triggers? I'm already using the kills/razing scores to give the player minerals.



None.

Dec 20 2008, 9:09 pm Devourer Post #2

Hello

this first sentences is a bit wierd...
use score for minerals

PLAYER: 7/8
-------------------
CONDITION: Kill score is EXACTLY X
-------------------
ACTION: Preverse Trigger
ACTION: Comment
ACTION: Subtract Kill score: X
ACTION: set recources for Player 7/8 : add Y minerals

Replace X with the unit score the specific unit gives
Replace Y with the amount of minerals deald out



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Dec 20 2008, 9:28 pm scwizard Post #3



Quote from Devourer
this first sentences is a bit wierd...
use score for minerals

PLAYER: 7/8
-------------------
CONDITION: Kill score is EXACTLY X
-------------------
ACTION: Preverse Trigger
ACTION: Comment
ACTION: Subtract Kill score: X
ACTION: set recources for Player 7/8 : add Y minerals

Replace X with the unit score the specific unit gives
Replace Y with the amount of minerals deald out
That doesn't work at all. So lets say X is 50 because the unit in question is hero zerglings. If you kill a ultralisk for 500(?) kill score, then this trigger will never trigger.

You're best off just using the kills condition, and using a program to make 1000 or howmany of that trigger.

Now DeVouReR's method is functional if you make one of those triggers for each type of unit, however there are multiple problems:
1. Not every unit has a unique kill score value.
2. It is possible for more than one unit to be killed per trigger cycle.

It may be the right answer in a specific case, but not in the general case.



None.

Dec 20 2008, 9:32 pm badcop Post #4



Isn't he asking that when players 7/8 kill a special unit it gets created at their base?



None.

Dec 20 2008, 9:34 pm scwizard Post #5



Quote from badcop
Isn't he asking that when players 7/8 kill a special unit it gets created at their base?
The topic is kills for minerals, so that's what was confusing.

Anyways:
Player: 7, 8
Conditions:
Kill:
CurrentPlayer kills at least 1 Kerrigan
Actions:
Create 1 Kerrigan at base

Player: 7, 8
Conditions:
Kill:
CurrentPlayer kills at least 2 Kerrigan
Actions:
Create 1 Kerrigan at base

Player: 7, 8
Conditions:
Kill:
CurrentPlayer kills at least 3 Kerrigan
Actions:
Create 1 Kerrigan at base

And repeat with a script.



None.

Dec 20 2008, 9:35 pm Devourer Post #6

Hello

Quote from badcop
Isn't he asking that when players 7/8 kill a special unit it gets created at their base?
This. "Specifc unit" not any



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Dec 20 2008, 9:35 pm NudeRaider Post #7

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

Devos suggestion would work - for the most part, since he's using kills score already, which means it's always 0. It would not work however for splash kills or simultaneous kills.

If you want it perfect but not willing to create tons of triggers use Perfect kills to cash




Dec 20 2008, 9:37 pm scwizard Post #8



There may also be an undiscovered elegant way of doing this with EUDs. What you'd want to look for is what value changes to trigger the function that changes the kills counter, or something of the sort. Anyways undiscovered. Complex, not supported by current tools, ignore.



None.

Dec 20 2008, 9:39 pm scwizard Post #9



Quote from NudeRaider
Devos suggestion would work - for the most part, since he's using kills score already, which means it's always 0. It would not work however for splash kills or simultaneous kills.

If you want it perfect but not willing to create tons of triggers use Perfect kills to cash
Oh ya I forgot about that method.

Still, for tracking kills for a specific unit it's best to just use 500 copies of a trigger with the kills condition, much more straight forward.



None.

Dec 20 2008, 11:53 pm NudeRaider Post #10

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

Quote from scwizard
Still, for tracking kills for a specific unit it's best to just use 500 copies of a trigger with the kills condition, much more straight forward.
... and much larger map. And a limit.
You also need an extra program changing the numbers for you.




Sep 12 2009, 10:20 pm Jas622 Post #11



yea i jumped into this forum but they all teach you how todo a bunch of thing i dont really understand. i want to create a map that has no peons to mine just get minerals for killing enemy units a buildings but i dont know how to do that i tried that trigger that sais add minerals to player for killing exactly 1 xxxx units and i put it on preserve but it doesnt seem to work

plees hel
thanks[color=#86EE59][align=center]



None.

Sep 13 2009, 4:40 am rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

Read the wiki on kills to cash. Everything you want is in there. Ask questions on what you don't understand about it, so we can provide a detailed answer. Right now you're asking a question without enough information to answer.



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

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