View Full Version : Modifing Kill Score/Spawning Unit ever nth kills
NahtanoJ88C
02-16-2008, 9:44 PM
I'm currently working on a defense map and I want to create a new unit picker every 10ish kills. Now the problem I'm having is I can't figure out a way to make it work without creating triggers every 10ish kills and I don't want to do it that way because 1) It would take forever 2) I don't know how high I would need to go up to because this map doesn't have a limited number of waves its like an endurance map.
I have tried using a
if score kill is more than 1
set resource gas + 1
set score kill - 1
Preserve trigger
Now that doesn't seems to work I just watch my gas keep going up as soon as I get one kill.
I've also tried many variations of that same thing and I'm completely stuck so any help or ideas you may have would be greatly appreciated.
I'm using ScmDraft by the way.
On another side note how do you guys test your maps with full houses? It seems that you could always make a testing map game in SC but I'm sure their are people who join that are there just to make grief.
Thanks.
Durandal
02-16-2008, 11:19 PM
Conditions:
"Current Player" "Kill" score is "exactly" "1".
Actions:
Create "Unit Picker" at "Location" for "Current Player" (or in your case, Modify resources for "Current Player": "Add" "1" "gas")
Modify Score for "Player 1": "Set to" "0" "Kills".
Preserve trigger.
That's the easy way to do it, at least.
migidu
02-16-2008, 11:22 PM
i think you need the starcraft kill score txt. cause i dont think there is any unit with 10 as its kill score.
NahtanoJ88C
02-16-2008, 11:29 PM
Oh I had though that one kill equaled one point in that kill list. I'll look into the kill score text. Thanks for the help.
NahtanoJ88C
02-17-2008, 12:35 AM
Okay so now I'm useing a arbitary number 24750 as a kill score for each civi but I'm haveing a horrible time balancing my map. With new units vs upgrades vs laughably easy or insanly difficult levels at random.
Would any one be willing to help me out with that and test the map and work on balancing it?
It is a defense map named Random Attacker, Hero Defense. It is five players. Basicly how it works is the player is given a few pickers at the start to buy heros their is also a counter that sends a random group of attackers every 30 or so secounds. Each wave increases the size of the attacking force by one more unit. When all is said and done their will be sixtyfour random units attacking from marines and lings to gantrithor and torrasque. The game ends so far when their is only one human player left. I think since I haven't tested that part yet.
migidu
02-17-2008, 12:45 AM
Okay so now I'm useing a arbitary number 24750 as a kill score for each civi but I'm haveing a horrible time balancing my map. With new units vs upgrades vs laughably easy or insanly difficult levels at random.
why an arbitrary number? 24750 is too big. like when you kill a marine its worth 100 kill score. did you get the txt? its in the helpful files.:
http://www.warboards.org/showthread.php?t=13285
NahtanoJ88C
02-17-2008, 1:11 AM
The problem is that the units created are random and I didn't think it was good for a battlecruiser to give one and a half pickers. and as I did a test I noticed I had about eleven civies just sitting around because i didn't need them. So I did that and then found my ups were to powerful. By about the 25th wave.
Thats one of the reasons I need help to balance this map.
I'm checking that link now.
NahtanoJ88C
02-17-2008, 1:21 AM
Okay having read that score kill list I'm kind of at a loss. My method sort of works I guess but I'm still unsure if that would be the optimal method of creating the picker since score possibilities variate too much.
Durandal
02-17-2008, 4:28 AM
Why are you burdening yourself with using the unit kill score, rather then using global player kills. That seems so un-necesarry.
NahtanoJ88C
02-17-2008, 5:03 AM
I guess I'm not seeing global player kills anywhere to use it. That would be my ideal solution.
Durandal
02-17-2008, 2:22 PM
It's a condition called "Score". Set the points options to "Kills" only.
Christ migidu, what were you even suggesting?
NahtanoJ88C
02-17-2008, 5:54 PM
Okay I know of that function the problem is I can't modify the kill count. So I would have to create a tigger for every 10ish kills something I want to avoid because my map doesn't end untill their is only one person left alive.
Durandal
02-17-2008, 8:05 PM
Did you even read the trigger I posted? you can just reset the kill score to 0 with the "Set Score" action.
Twitch6000
02-17-2008, 8:18 PM
I think you are wanting something like-
Player-player 1
Condition-Killscore is atleast 1
Actions-
Add 1 Gas
Set Kill Score 0
Preserve
second part is self explanatory if not look at my tutorial.
Durandal
02-17-2008, 10:03 PM
That is the exact same thing I posted 10 posts ago.
Why is it that when I post an answer it gets disregarded or simply repeated later? :P
NahtanoJ88C
02-18-2008, 2:18 AM
That is what I'm using and I did listen to it Durandal the problem is that doesn't count the number of kills rather the kill score.
As for Twitch6000's code that would put it in a infinite loop adding gas.
migidu
02-18-2008, 5:39 AM
just a suggestion. there are 5 human players right? then there are 3 computer players left. since there are random units to be killed which is owned by the computer player, why not use the condition : computer player suffers at least/at most/exactly X number of men? instead of the kill score.
Durandal
02-18-2008, 11:06 AM
That is what I'm using and I did listen to it Durandal the problem is that doesn't count the number of kills rather the kill score.
Okay, so please re-iterate what exactly it is you're trying to do. I figure you just need gas every kill or so, right? Apparently not. Now you want to record the total number of kills as well?
Twitch6000
02-18-2008, 3:54 PM
That is what I'm using and I did listen to it Durandal the problem is that doesn't count the number of kills rather the kill score.
As for Twitch6000's code that would put it in a infinite loop adding gas.
No it will not lol.Notice I said under the add 1 gas set kill score to 0.
Also I did say for the full trigger look at the tutorial.
To durundal sorry I didn't see you say that :/.
Also back to the topic starter maybe tell us exactly what you are trying to do cause so far all im understanding is you need a system that does kills to cash.
NahtanoJ88C
02-21-2008, 10:50 PM
Migidu: That would work except it is not just random units its a increasing number of random units attacking each wave by one so that goes back to makeing lots and lots of triggers. Also to keep players from easily taking other peoples kills I am using a alternate computer for each attack so players 1,3,5 get attacked by comp 6 and 2,4 get attacked by comp 8.
Durandal: I am trying to make it so that the player gets a Picker every 10ish kills. You can forget about the gas/minerals for now. The problem is that every round/wave the number of enemies attacking increases by one so it can't be hard coded into the waves themselves. Next is the problem of how would I then take into account the players leaking kills. All this could be hard coded except this game could really go on forever provided two players could some how survive that long which they won't because eventually shear numbers will overcome the players.
Twitch6000: I don't know what I was thinking when I said that. As for what exactly I'm trying to do I think I covered that in this post well enough. I hope.
Durandal
02-21-2008, 11:17 PM
I am trying to make it so that the player gets a Picker every 10ish kills.
Conditions:
"Current Player" "Kill" score is "exactly" "10".
Actions:
Create "Unit Picker" at "Location" for "Current Player"
Modify Score for "Player 1": "Set to" "0" "Kills".
Preserve trigger.
I fail to understand the problem; how would the triggers Twitch6000 and I posted not work?
This trigger works independently of the waves, it only focuses on the number of enemies killed. If you want a picker every ten kills, you'll get a picker every ten kills. What do you want, a picker at 11 kills for wave two, and 12 for wave three or something like that?
Also to keep players from easily taking other peoples kills I am using a alternate computer for each attack so players 1,3,5 get attacked by comp 6 and 2,4 get attacked by comp 8.
What? How would that counter stealing kills?
NahtanoJ88C
02-22-2008, 12:20 AM
Conditions:
"Current Player" "Kill" score is "exactly" "10".
Actions:
Create "Unit Picker" at "Location" for "Current Player"
Modify Score for "Player 1": "Set to" "0" "Kills".
Preserve trigger.
The problem with that is that the Modify Score for "Player 1": "Set to" "0" "Kills". sets the kill score not the number of kills. Unless I'm using the wrong command which is possible but I have looked and haven't found an equivilent command.
What? How would that counter stealing kills?
I said it was to help keep players from easily takeing other players kills. It works because your allied to the enemy computer thats in the next lane thus your units won't auto attack. The player could still force attack but that would take more effort then it would really be worth I would think.
Durandal
02-22-2008, 12:25 AM
The problem with that is that the Modify Score for "Player 1": "Set to" "0" "Kills". sets the kill score not the number of kills.
You can't directly affect the number of kills within a game (like those that are displayed in the after-action report), you can only alter and record its score.
"Current Player" "Kill" score is "exactly" "10".
Modify Score for "Player 1": "Set to" "0" "Kills".
Note the words score in both triggers, they're just variables that are being played around with. Those are copied and pasted from the classic trigger editor itself, so if your trigger doesn't look virtually exactly like that, yes, you're using the wrong commands. Have you actually tested the triggers we posted, or just disregarded them entirely?
I said it was to help keep players from easily takeing other players kills. It works because your allied to the enemy computer thats in the next lane thus your units won't auto attack. The player could still force attack but that would take more effort then it would really be worth I would think.
I had no idea what your map was like, so I didn't know this. I assumed you'd just have the lanes farther apart or something, sorry for the misunderstanding.
NahtanoJ88C
02-22-2008, 1:02 AM
Have you actually tested the triggers we posted, or just disregarded them entirely?
I have tested them and I even did it again just to make sure. Now the problem with those methods is that its not counting kills its counting kill scores and that is the problem because in my test i just killed a probe and got around 10 pickers because of that method.
I had no idea what your map was like, so I didn't know this. I assumed you'd just have the lanes farther apart or something, sorry for the misunderstanding.
Thats quite alright like you said you had no way of knowing what my map looked like. I'll post it up here as soon as I work out some balancing problems I'm having with my units.
Twitch6000
02-22-2008, 1:28 AM
Ok I think I am understanding what your trying to do so ill show you what you need to put.
current player killscore is at least 10
anything extra you might need(I usually do always)
add 1 gas
set kill score to 0
preserve
Second part
gas is atleast 10
again whatever else you may need
set gas to 0
create a civ at location
preserve.
You can also put display text and such but, I was just doing pure basic.
NahtanoJ88C
02-22-2008, 1:33 AM
That does help alot but their would still be a problem with multiple kills at the same time. Is their a work around on that our would that just be something the player would have to learn to suffer with?
Twitch6000
02-22-2008, 1:35 AM
Well in my energy defense 2 I get alot of kills at the same time and it works fine.(ofcourse I always use hypers)
NahtanoJ88C
02-22-2008, 1:57 AM
I'm useing hypers as well so that should work great then. Thanks.
migidu
02-22-2008, 5:48 AM
you could use subtract X kill scores instead of set to 0. in this thread :
http://www.warboards.org/showthread.php?t=33283
the guys here helped me out about multiple killings at the same time in large numbers.
using the death counter would be much helpful since you have fixed number of units to kill every wave right? and really, sometimes you need to re-input plenty of triggers. :P for increasing levels. if you have 64 levels, you would use 64 switches in my opinion and that would be 64 same triggers just differing from their parameters.
im thinking too that you have death counter for your human players.
current player kills 1 unit
set switch picker
picker is set
computer player suffers 1 death of 1 men
add 1 death for current player for marine
preserve trigger
current palyer suffers exactly 10 death of marine
set to 0 death for current player of marine
create 1 picker at location X
preserve trigger
i think these set of triggers would be helpful. the first 1 will set the switch when you kill 1 unit (assuming you can only kill foes cause this will trigger to when you kill an ally). then everytime you kill an opponents unit you suffer a death of a marine, when you get 10 deaths of marine, your computer foe must have suffered 10 units too, so then you will get a new picker. :) hope this works.
NahtanoJ88C
02-23-2008, 12:26 AM
That sounds good and I'm going to test it but I can't help but feel that their will be a glitch. Since multiple players will be killing the same computers units at the same time. So how would I set that up so if three of the players kill 2 units they don't all get 6 for their count?
NahtanoJ88C
02-23-2008, 1:29 AM
Alright so I ended up using a combination of Twitch6000 and migidu ideas (Thanks) and it seems to be working about as well as I could hope for. Their is a problem though, if tank splash kills multiple units it doesn't count them all but I can live with that. Now I have to completely rework the balancing that I did have worked out.
So here is my current version of this map I've been working on. I still have to finish the balancing and rework a few of my original ideas now that the picker can be made at a reliable number and fix a few mistakes and features I've been putting off till I could balance the map.
The map's premise is rather simple. (It can be played single player at the moment but not in the final version.)
You start off with some Pickers and you choose how you plan on defending.
Once the timer expires a random set of enemies are created.
The first wave will have one enemy, the second two, the third three and so on.
The wave ends once all computer attackers are killed.
Every ten kills you get a new picker.
After each wave you also get one mineral.
You win by being the last human player alive.
I've sat their playing up to 2500 kills. How ever many that would add up to per wave.
All and all I would appreciate any comments or ideas about the map (Random Attackers, Hero Defense).
migidu
02-23-2008, 6:11 AM
That sounds good and I'm going to test it but I can't help but feel that their will be a glitch. Since multiple players will be killing the same computers units at the same time. So how would I set that up so if three of the players kill 2 units they don't all get 6 for their count?
i guess that would be a bug since there is only one computer that gets killed. so it its multiplayer, the picker will be created when that single computer suffers 10 deaths. but i thought you had diff computers for every human player?
you could use display text or display leader board to know which triggers are not triggered or how the kill score is computed. for testing.
Twitch6000
02-23-2008, 10:02 AM
Well for your tank splash problem that I should have mentioned it does not take score from kills caused by splash unless you use the perfect hills to cash system.Which I never have used :p.
Although I have noticed it sometimes does take like 2 out of maybe 4 kills from a splash or something.So its a pretty decent system but,if you must make it perfect maplantis.org has the wiki to tell you how.
NahtanoJ88C
02-23-2008, 1:59 PM
but i thought you had diff computers for every human player?
I'm sorry for that misunderstanding players 1, 3, and 5 get attacked by Computer 6 and 2, and 4 get attacked by Computer 8
I'm not sure that it really needs to be perfect or anything like that.
migidu
02-23-2008, 10:05 PM
well i guess you'd figure out how to use the death counter stuff anyway
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