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Dravock
01-19-2007, 3:35 PM
Helli,I am new to the threads,and am working on an RPG type map.
I'm having a few problems.To put it simply I need to know how to setup a trigger,so that when you kill a certain unit say a "broodling" you'll get 2 minerals,but to make it more clear.I want it to where you will get 2 minerals for every "broodling" you would kill.I tried to setup a trigger but couldn't get it to where after you killed one it would just keep giving you 2 minerals constantly.Thank you in advance.:D

SilverCrusader
01-19-2007, 3:46 PM
Thats the hard part, and technically, this should be in the maps and mods department, I don't quite remember how to not make it do that.

Protogod
01-19-2007, 3:51 PM
I dont think i know of any way to do that. I know you can do it so that ANY kill will be +2, but i dont know how to make it specifically in regards to broodlings.

BrotherGreen
01-19-2007, 4:14 PM
Conditions:
Current Player/Player 1 kills exactly 1 broodling

Actions:
Modify Mineral count (add) 2 minerals for current player/ player 1
Preserve Trigger


Far as I know... That should work. Contact me if you have problems, and i'll make a test map with the same trigger and try to fool with it until it works.

Protogod
01-19-2007, 5:53 PM
imo, that wont work. it will just keep repeating itself until he kills 2 broodlings, at which point it will stop permanently

Infested_Zeratul
01-19-2007, 11:45 PM
one gay and really bad way (but works, though i don't recommend it) is switches.

have a trigger which at start of game, sets "switch 1"
then have this trigger:

Player:
You

Conditions:
Swtich 1 is set
Player
Player #(vicitm) suffers a death of exactly 1 zerg broodling

Action:
Toggle Switch 1
Set deaths of zerg broodlings for player # to 0
Add 2 minerals for player you
Toggle Switch 1
Preserve Triggers

-Or- (this is the switchless way but i doubt it'll work)
Just take out anything to do with switches and have everything else there. You must set the deaths or kills back to 0 every time a broodling dies. Cause what the trigger is finding is whether a broodling has died in the entire game or not

Protogod
01-20-2007, 12:15 AM
zeratul, your method doesnt work. neither of them

BrotherGreen
01-20-2007, 2:32 AM
You must set the deaths or kills back to 0 every time a broodling dies.

I remember this now back when I tried to make an rpg a long time ago. Let me go see if I can dig up the old trigger functions.

Okay, so heres what your gonna do. First, for all the players playing hero, put an invincible ling in a tiny concealed corner it cant get out of. Put a location over this area, name it location 1, or whatever you want. For now, its location 1.

make the trigger affect player 1.

Conditions:
Player 1 Brings 1 zerg zergling to location 1
Computer/Enemy/Whatever suffers at least 1 death of Broodling

Actions:
Modify Death counts for Computer/Enemy/Whatever: Subtract 1 broodling
Modify mineral count for Player 1
Preserve trigger


This Should work.

Infested_Zeratul
01-20-2007, 12:31 PM
what's the point for having a location? then you'd have to bring a zerg there everytime you kill a broodling.

Apart from that, it's the same as mine, where the purpose is to set the death or kill counter back to zero.

Siege_Commander
01-20-2007, 2:11 PM
this should be in maps n mods fyi
and i wish i could help you, but i can barely make melee let alone ums :P

SuperKiller
01-20-2007, 3:28 PM
the problem with using enemy death count is that when one enemy dies for 1 player, the trigger will run for all players (assuming this is multiplayer map)

http://www.warboards.org/showthread.php?t=24318 look at that thread. he's doing something similar. you have to use unit kill scores (you get points for each unit you kill, different amount for different units ex: killing broodling gives you 25 points, a zergling gives 50 points ect..)

oh wait, that was you that already posted it there :////////////

BrotherGreen
01-20-2007, 3:54 PM
Ah, yes superkiller good point.

SO instead of setting it to player 1, set it to whatever the name is of the Force that all the players are on.

And I said create a small space and put a zergling for all the players playing hero in the game. The zerglings in the small space should be invincible, and not able to leave (concealed).

The trigger I gave -will- work.

Ashraious
01-20-2007, 7:05 PM
perfect!! it worked brother green! hahaa!! you can switch the add one min to add one civ and it works eather way no bugs!!

SilverCrusader
01-20-2007, 11:20 PM
So it sets the death counter to 0 for everyone? But if you set it for the force than it would effect the entire force, which still adds complications.

BrotherGreen
01-21-2007, 3:10 AM
I dont understand your question there. Try to elaborate on it more.

SilverCrusader
01-21-2007, 12:12 PM
According to SuperKiller, if you set the enemy deathcount to 0, it sets it to 0 for everyone, since all of the players are killing the same player. However, if you set this to the entire force, like suggested, than the samething will still happen. But, if you set the kill counter for 1 player, than the result is what is desired. But if you set this for the entire force, and there are multiple kills involved, it would affect a person who has 3 kills on the same force be set back to 0.
Crazy.. I hardly understand myself.

Infested_Zeratul
01-21-2007, 12:53 PM
What's he's saying is that this isn't a logical and efficient solution. You should only need to set the death count to 0 for that specific player whose broodlings you will kill. So really, all you need is to set the death count to zero for that specific player. But proto said that doesn't work, so i dunno =(

SilverCrusader
01-21-2007, 1:35 PM
I guess that might work, but it doesn't seem to work for individual people.

BrotherGreen
01-21-2007, 4:11 PM
Actually that will work, and thats what I wanted.

Mind you sometimes setting for the enemy force is required, like in a DnD game where you might have 2 DM's, and 5 heros, the kill counter would need to be on enemy force.

Proto said it wont work when you set it for -kills- for player 1, what I told him to do is reset the -death- counter of the enemy that you are killing.

Understand the difference?

SilverCrusader
01-21-2007, 4:23 PM
yes, i do.

Zero332484
01-27-2007, 3:07 PM
Conditions:
-Player 1 kills score for broodlings is at least 1
-Always
Actions:
-Add 2 ore for player 1
-Preserve trigger
-set kills score to 0 for player 1

BrotherGreen
01-28-2007, 4:28 PM
First of all, take away the Always Condition, its actually useless for how you've designed this.

Second, switch it from kills score for player one, to death counts for enemy.

Affects:
Player 1
Conditions:
[Enemy of player 1] loses(suffers death of?) At least 1 broodling
Actions:
Add 2 ore for Player 1
Subtract death count for [Enemy of Player 1] of Broodlings by 1
Preserve Trigger


If that doesnt work, then talk to me.