EliteHorseSkirmisher
Inactive
posted 10-28-99 04:29 AM
CT (US)
3 / 14
I will try it out in my test RPG scenario. The point of it is to earn gold each time you kill a unit. It has failed me until now because of the kill count always going up. I don't need the lose unit equalization, because if the hero dies the game is over anyway.
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Beware, the Elite Horse Skirmishers will ride again!
quote:
What civ do yuo think has the best supper uint? - Shadow Warrior
mde
Squire
posted 10-28-99 07:19 AM
CT (US)
4 / 14
I think it could work with triggers and AI.
You have AI-Signal and AI trigger to communicate between triggers and the AI. Than look at my thread "AI: simulation if INC (+1) command".
Haven't tested, but should be easy.
Park305
Squire
posted 10-28-99 03:22 PM
CT (US)
6 / 14
Do you mean if you kill someone, you get gold?
This may be possible by using triggers......the own fewer objects and alot of other triggers might make this possible.
EliteHorseSkirmisher
Inactive
posted 10-29-99 04:48 AM
CT (US)
10 / 14
I HAVE DONE IT, IN A VERY SMOOTH AND STEALTHY WAY!
My RPG test worked with the following triggers (note that you don't need a negative kill ratio equalisation, because you only have 1 unit and losing it means a loss anyway).
I have used a guildmaster player to make the tribute. It gives the scenario a better RPG atmosphere.
>
Trigger kill count: (starts on, not looping)
- condition: kill ratio 1
- effect: activate trigger kill gold
>Trigger kill gold: (starts off, not looping)
- effect: tribute 10 gold from player 3 (guildmaster) to player 1 (you)
- effect: create unit (doesn't matter what kind) at location (hidden in right corner behind lots of forest)
- effect: delete all units of player 1 in location (the same right corner)
- effect: activate trigger kill timer
>Trigger kill timer: (starts off, not looping)
- condition: timer 1 (~ 1/2 second)
- effect: activate trigger kill count
REASONS WHY MY METHOD IS BETTER THAN A KILLING ZONE (creating a weak unit between lots of (ranged) enemy units)
Note that the unit is deleted milliseconds after it is created, so you don't have a delay in which the unit is visible and you don't get the annoying under attack horn that you have in a killing zone. The timer is to guarantee that the unit creation and destruction is completed before restarting the kill ratio count. The unit creation / destruction method has another advantage. With the killing zone method you need to build in a larger timer delay to wait for the kill. I required a timer of 3 (~ 1.5 seconds) to avoid double tributes. In this time my hero might have killed another badly damaged enemy since the ROF of a melee unit is just over a second. My half second method doesn't have this problem.------------------
Beware, the Elite Horse Skirmishers will ride again!
quote:
What civ do yuo think has the best supper uint? - Shadow Warrior
EliteHorseSkirmisher
Inactive
posted 10-30-99 12:24 PM
CT (US)
14 / 14
You are right, Magnus. The kill timer trigger is totally useless. It was just a skeleton leftover of the killing zone experiment. That trigger caused the millisecond wait. I do like the two trigger system, a kill ratio check trigger that starts on and the gold and kill trigger that starts off. Just my way of making triggers, a bad one if you want to cut down the number of them.
------------------
Beware, the Elite Horse Skirmishers will ride again!
quote:
What civ do yuo think has the best supper uint? - Shadow Warrior