| 08-13-2002, 06:53 AM | #1 |
Need to know what Event/Conditions needed to make a trigger count kills then give units for a certain amount. Its like I kill 5 Creeps, Create 1 Footman at bleh. Its a continuous trigger that happens for every 5 kills. Then later on it changes to every 10 kills, afterwards every 15 kills and so on. Need more info? |
| 08-13-2002, 07:45 AM | #2 |
Guest | Make a new variable called KilledCreeps (an integer) with default 0, a variable (integer) called CreatedFootmen with default 0 and a region called SpawnRegion. Now make a trigger: Event -Unit owned by Neutral Hostile dies <- This is a "Unit - Player Owned Unit Event" Condition -(Owner of Killing Unit) Equal To Player Y (=your player) <- This is a "Player Comparison" Action -If <- Use an If, then, else action here (KilledCreeps mod <- Math - Modulo (5 * <- Arithmetic (CreatedFootmen + 1))) <- Arithmetic Equal to 0 <- Integer comparison Then Create 1 Footman for Player Y (=your player) at (Center of SpawnRegion) facing Default building facing <- Unit - Create Unit Facing Angle Else Do nothing <- Do Nothing action -Set KilledCreeps to (KilledCreeps + 1) <- Set Variable and Arithmetic ->Copy the whole If, then, else thing and set THEN to: Set CreatedFootmen to (CreatedFootmen + 1) Sounds complicated, but should work. HOW it works: >Unit - Player Owned Unit Event This simply says that a unit owned by the neutral player (=a creep) has to die for this trigger to be activated >Player Comparison This is to be sure the righ guy gets the Footman. It checks WHO killed the unit. >If, then, else This is an important part because only this way you can be sure the player only gets the footman if he has killed 5*x creeps >Integer comparison Compares a certain value with another one. Basically it checks if the amount of killed creeps divided by 5*createdfootmen is a straight number. >Math - Modulo Said mathematic function >Arithmetics These should make the divisor increase - this way it goes per 5, then per 10, then per 15, etc. kills >Unit - Create Unit Facing Angle Creates the unit >Do Nothing If he doesn't have the required kills, don't do nothing. >Set Variable Updates the amount of killed creeps. |
| 08-13-2002, 08:07 AM | #3 |
Guest | Here what the whole trigger should look like afterwards: +Events ->Unit - A unit owned by Neutral Hostile dies +Conditions ->(Owner of Killing Unit) Equal To Player Y +Actions ->If (killedcreeps mod (5 * (CreatedFootmen + 1))) Equal To 0 Then Create 1 Footman for Player Y at (Center of SpawnRegion <gen>) facing Default building facing, Else Do nothing ->Set KilledCreeps to (KilledCreeps + 1) ->If (killedcreeps mod (5 * (CreatedFootmen + 1))) Equal To 0 Then Set CreatedFootmen to (CreatedFootmen + 1), Else Do nothing At least I think so... |
| 08-13-2002, 08:49 AM | #4 |
Interesting, but I should rephrase how I want the count to be. Its like for a set: 5 kills = 1 unit 5 kills = 1 unit 5 kills = 1 unit 5 kills = 1 unit 5 kills = 1 unit Then switches to: 10 kills = 1 unit 10 kills = 1 unit 10 kills = 1 unit 10 kills = 1 unit 10 kills = 1 unit etc Each Set goes on about 10 times a piece, give or take with balancing. Basically as the game gets into the harder levels, the number of kills needed to produce a unit goes up. If I'm reading your post correctly its saying: 5 kills = 1 unit 10 kills = 1 unit 15 kills = 1 unit etc It adds the new set right after the last one, making it rise the bar too quickly. I could probably make it dertermined on what monster(type/level) is killed for each set? So for level 1 Creeps will require 5 kills for 1 unit while level 2 Creeps will require 10 kills for 1 unit? |
| 08-13-2002, 09:46 AM | #5 | |
Guest | Quote:
Change the (killedcreeps mod (5 * (Created Footmen + 1))) to (killedcreeps mod (5 * ((Created Footmen + 1) / 10))) I think that should do it. As integers are only straight numbers it should round that automatically. However I'm not sure in that case. |
