| 08-03-2005, 07:55 PM | #1 |
um... i'm having trouble with a double kill, triple kill, quad, quint, and 6(whatever it is) and need help. my triggers failed horribly, when i killed one unit, it would say "Double Kill Triple Kill Quadrouple Kill" so... in other words it failed horribly. can some one help? |
| 08-03-2005, 10:17 PM | #2 | |
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Okay you want to detect when a guy kills more than one unit at the same time? It is actually difficult I think. I would have to use JASS and handle vars (or something like that) to make it multi instanceable The base would be a timer of 0 seconds to skip that event time, and count the stuff. If I am able to remember I will bring you a system that does this tomorrow or friday (Too much free time due to college vacations - On the bright side I am about to finish next arena vesion) |
| 08-03-2005, 10:37 PM | #3 |
i mean like in dota, when you kill one hero, then quickly kill a second, and etc. till six kills |
| 08-03-2005, 10:45 PM | #4 |
Then it wouldn't be a sixthiple kill it would be killing 6 guys in a short period of time. As long as there are just 1 hero for each player, you can have a variable for that player, and each time you kill a hero start a timer to expire in like 5 seconds . Then add +1 to that variable. When the timer expires the period of time was long enough and the value of the variable is the number of kills the hero did in the short period |
| 08-03-2005, 11:22 PM | #5 |
yea, but every time the a player killed a hero, the timer would restart and if he got another kill again, the timer would restart again and so on and so on |
| 08-04-2005, 08:51 AM | #6 | |
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Hmm, I had a link to a topic where I posted an example of a multi kill trigger, but the link isn't working for me under the new database, so I can't help you with it (I don't feel like typing them again). |
| 08-04-2005, 08:39 PM | #7 |
If you don't want it to restart on each kill you can make it so just starts if the number of kills counted is 0 |
| 08-05-2005, 01:27 AM | #8 | |
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Couldn't u just make it local? so have a local timer count down every time it's executed? |
| 08-05-2005, 11:51 AM | #9 | ||
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| 08-05-2005, 01:48 PM | #10 |
i think what he means is this: When a unit is killed, start a timer, and if another unit is killed within he timer, then add 1 to kills and start the same timer again. Or something similar. As a result you will probobly need 12 timeres(1 for each player) so that kills from different players don't over lap. Here do this: event: unit killed (paraphrasing, I hope you can find the commands yourself) condition: owner of killing unit=player 1 Action: If: (Player 1 kill timer>0) {then: add 1 to kill count (if killcount=2 display for player 1 "Double kill", if killcount=3 display "Triple Kill")) Else: (killcount=1, start Player1killtimer 10seconds) |
| 08-07-2005, 03:26 AM | #11 |
well cant you use a unit group.. if units in unit group = 2 then double kill? |
| 08-08-2005, 09:39 PM | #12 | ||
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We want the timer to be global, otherwise it won't work. |
