For my new project I plan to make a very reliable way of income.
First let me explain the basic concept for the game (again). 1vs1 Melee with each side having 3 heros (controlled by seperate players).
They shall receive minerals passively - directly related to how the economy of the melee player is. The second way of gaining minerals shall be related to bounty. When near an enemy unit dying heros shall receive a bounty and a higher bounty if they kill the unit.
As for experience - it shall be gained passively (that's ... really easy to do, just saying for completeness) and they shall also gain experience by being close to dying enemy units (like the mineral bounty) - but the XP for dealing the killing blow should not be higher.
I have no idea how to make those systems work the way I described.
The mineral income based on economy is probably a trigger thing and I think I can manage that - but I still need a good idea how to tie it to economy (worker count would be an example, but it would leave the system very abuseable). Better would be that whenever a worker harvests a mineral or gas that the hero players get minerals too.
The other problem is - how do I make players get bounty minerals for killing units - but only if their hero is close enough? And how can I increase the bounty if they deal the killing blow? Note that the melee player (the one without a hero) shall not get any bounty.
The next issue is the same for experience. I want them to gain experience when close to dying enemy units.
ok. starting with the xp. that's done in veterancy behaviour. you can set there how to gain xp and how far it reaches.
there is a field for mineral bounty on the unit itself but since it shall only gain minerals when a hero is close i would add a death effect to each unit that modifies the killing player if a hero unit is close (with a search validator).
for the minerals, you can set up an easy trigger:
event = players minerals changed
Actions: Change minerals for (triggering player +1) (if melee player is player 1 and the hero player is player 2)
The options in the veterancy behavior are rather confusing.
And maybe I should rephrase what I mean.
Say - a unit of team 2 dies. Now every hero of team 1 that is in X range should gain minerals and XP. If the unit was killed by a hero the killing unit's owner shall receive a bigger mineral bounty.
Under the Unit - Loot field you can set a loot drop of minerals for the killing player. Rest is default veterancy stuff as listed in the wiki.
For the minerals of the melee player use triggers. There are some that can count the total amount harvested by a player as used in the end of game scoreboards. Just have some change over time function and reduce a fraction from the one player and share among the rest.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
For my new project I plan to make a very reliable way of income.
First let me explain the basic concept for the game (again). 1vs1 Melee with each side having 3 heros (controlled by seperate players).
They shall receive minerals passively - directly related to how the economy of the melee player is. The second way of gaining minerals shall be related to bounty. When near an enemy unit dying heros shall receive a bounty and a higher bounty if they kill the unit.
As for experience - it shall be gained passively (that's ... really easy to do, just saying for completeness) and they shall also gain experience by being close to dying enemy units (like the mineral bounty) - but the XP for dealing the killing blow should not be higher.
@Scythe1250: Go
what exactly is the problem and where do you problems?
I have no idea how to make those systems work the way I described.
The mineral income based on economy is probably a trigger thing and I think I can manage that - but I still need a good idea how to tie it to economy (worker count would be an example, but it would leave the system very abuseable). Better would be that whenever a worker harvests a mineral or gas that the hero players get minerals too.
The other problem is - how do I make players get bounty minerals for killing units - but only if their hero is close enough? And how can I increase the bounty if they deal the killing blow? Note that the melee player (the one without a hero) shall not get any bounty.
The next issue is the same for experience. I want them to gain experience when close to dying enemy units.
@Scythe1250: Go
ok. starting with the xp. that's done in veterancy behaviour. you can set there how to gain xp and how far it reaches.
there is a field for mineral bounty on the unit itself but since it shall only gain minerals when a hero is close i would add a death effect to each unit that modifies the killing player if a hero unit is close (with a search validator).
for the minerals, you can set up an easy trigger:
event = players minerals changed
Actions: Change minerals for (triggering player +1) (if melee player is player 1 and the hero player is player 2)
The options in the veterancy behavior are rather confusing.
And maybe I should rephrase what I mean.
Say - a unit of team 2 dies. Now every hero of team 1 that is in X range should gain minerals and XP. If the unit was killed by a hero the killing unit's owner shall receive a bigger mineral bounty.
Under the Unit - Loot field you can set a loot drop of minerals for the killing player. Rest is default veterancy stuff as listed in the wiki.
For the minerals of the melee player use triggers. There are some that can count the total amount harvested by a player as used in the end of game scoreboards. Just have some change over time function and reduce a fraction from the one player and share among the rest.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg