I want to make a map that sounds easy in concept but hard to realize.
The main deal is i need a kill counter it should be like this:
You need to explode your banelings like just selecet and press explode and when u reach a certain amaount 0f kills u will get a message.So the main deal is i need this counter system but im a total nooby with the editor so yeah.
thx to anyone who replies
thx
but i ran int some issues how to i put it not equal to the dying unit because i have no such thing there
and action what am i supposed to choose in there
This is really simple stuff. Have you considered looking over a tutorial for the basics of the galaxy editor before moving into an actual project? At any rate, the triggering unit is the dying unit.
Guys ffs stop this nonsence with the noob tutorial stuff.. This forum is open for all questions noob or not. Or am i wrong?
Well maraudorfreak first of all it would be better if you titel your forum post with the issue you have. This one for example -> "kill counter help" or something to be enhence your chance of getting helped by someone that wants to help you and not everyone. This might give you the wrong idea, since some of the people in here do feel they know alot more about the trigger then they actually do..
Also i might add that my english sucks, but ppl seem to be able to understand if they read it again=)
I created a trigger for you:
Part one:
Create a Varaible. (Press f6 to open trigger editor and press right click in the LEFT spalt (where all the other triggers are) and choose -> New->New Varaible) Now the variable functions as you bank that saves stuff in it for a certain player or unit. What you want to do is select this varaible and press F2, and name it "Unit kills" or something (nothing that matters). Now select it again and from the "Type" drop down choose Integer (Integer is just numbers that are full number (not 0.1, but 1 or 2 or 3.. and so on.. even -1, -2, -3)). The last step is to press the array check (under the type drop down) and make the array as many players as you have on the map. The array works as "saving slots" in a bank deposit section. If you have 2 players the array would be 2. And so on.. In other cases this might not be the case, but since "triggering player" or "killing player" is treated as the actual player number it will be allright.
Now you have your "bank" (varaible) which is global (not local which is something you dont have to care about for this matter...)
Part 2 - Trigger
Unit dies
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Killing unit)) > 0
(Owner of (Killing unit)) != (Owner of (Triggering unit))
((Owner of (Triggering unit)) is in (Allies of player (Owner of (Killing unit)))) == false
((Unit type of (Triggering unit)) has Structure attribute) == false
Actions
Variable - Modify unit kills[(Killing player)]: + 1
Now what this does, and i do recommend you to read this to understand for future triggers, is to COUNT the players kills. You were very correct when explaining about the "dying unit" and just as kuaken explained its "triggering UNIT". Allwas when the function starts with "triggering" it has something to do with the event of whats happening.. In this case some dies.. Therefore the triggering unit = dying unit.
I also added that the (first condition) that the player thats killing has to be something over 0. This is incase of an error which can occur if u have cinamatics with neutral players as dying ones...
The THIRD trigger is to not recieve kills from when killing a TEAMMATES units. (Function is player in player group)
The 4 is if theres any structure that you would want to include in this killing madness your planing of..
Now the last part is the actual action. What this does is that (its a action "modify varaible" btw) is to add +1 everytime this .. thing dies to the "bank slot" of the KILLING player (as i explained eirlier with the bank and the bankslots). The varaible used is ofc the one we created (unit kills) and [0]<- Is where u change the player killer function thingy...
General - If (Conditions) then do (Actions) else do (Actions)
If
unit kills[(Killing player)] == 100
Then
UI - Display "100 kills.. Good?" for (Player group((Killing player))) to Subtitle area
Else
In the SAME trigger as u just created, u make this under the modify varaible action. The action is a "if then else" action and basicly waits until something is reached. (just as the trigger does)
In if (a condition) i put if -> (changed owned of units to the varaible) unit kills is for the KILLING player is = 100, then
Then is the action.. Text message -> "100 kills... Good?" or whatever u want to write is sent to -> instead of all players i made it into a player group -> sent to the KILLING player.
SO.. To summerize.. If player 1 kills an enemys units he gains 1 points. If he gains 100 HE (and only he) will recieve a message -> "100 kills.. blablaba"
If you read all this you might understand the basics, and high value of using varaibles, since they can enable alot of new features for future maps for you.
Oh .. haha.. so you DO want to kill your own banelings and get a count for the,... lol thats... odd, well i guess the greatest ideas comes from the wierdest. Well then instead of != triggering unit. put == and delete all the others i told u about =)
@Doite
I meant no offense; I even offered help after. I simply think that a semi-professional tutorial written up by someone with alot of free time would be a good start for someone on his level. Again, I'm sorry if you thought I had a negative tone.
Nono! =) You missunderstood, Lost in translation i guess =)
I just ment its important for him to write the correct titel OR people with no lust to help (giving sloppy information) and people lacking of knowledge will click on the forum thread. Dont mean anyone in this thread.
Though the first part of the thread more angered me due to the fact that i recieved one or two of those when i didnt know anything. And ppl search to this forum since its highly popular and ppl know theres alot of good editors here, in the mix with noobs and semi noobs. Ignore the first part:)
Oh btw. Doite, I was about to write a big long tutorial yesterday about how to make a leaderboard with the variable as the number, but I couldn't figure out how to display an integer in a leaderboard. Can you explain to him AND me? I would like to learn and he may use it. Please?
Unit dies
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Killing unit)) > 0
(Owner of (Killing unit)) != (Owner of (Triggering unit))
((Owner of (Triggering unit)) is in (Allies of player (Owner of (Killing unit)))) == false
((Unit type of (Triggering unit)) has Structure attribute) == false
Actions
Variable - Modify unit kills[(Killing player)]: + 1
Leaderboard - Set Leaderboard item text at column 2 and row (Killing player) to (Text(unit kills[(Killing player)]))
to make the leaderboard paste the integer for the player in the leaderboard. Or was that not what u asked maybe?
Heres a sample map I made awhile back that has a leaderboard.... that tracks kills. It currently only tracks kills of units other then your own or allied units.. so you may have to modify it a bit.
Rollback Post to RevisionRollBack
Skype
KageNinpo = SN
My Libraries
DialogLeaderboard & TeamSort
My Projects
SPACEWAR Tribute
Infinite TD
I couldn't figure out how to display an integer in a leaderboard. Can you explain to him AND me? I would like to learn and he may use it. Please?
You can check my Ikari Warriors map for that (Forum> Projects Workplace... or directly through my profile). I have a kill counter which displays the number of enemy units killed by the 2 human players. Basically, you create a leaderboard displaying the kill count variable (you need to use "convert integer to text"). Add another trigger that increments the kill count variable when an enemy is killed, then refresh the content of the leaderboard each time it happens. VoilĂ !
I want to make a map that sounds easy in concept but hard to realize. The main deal is i need a kill counter it should be like this: You need to explode your banelings like just selecet and press explode and when u reach a certain amaount 0f kills u will get a message.So the main deal is i need this counter system but im a total nooby with the editor so yeah. thx to anyone who replies
It's not that hard really.
thx but i ran int some issues how to i put it not equal to the dying unit because i have no such thing there and action what am i supposed to choose in there
@marauderfreak: Go
When you write the condition it says something like
Owner of Killing Unit == Owner of Dying Unit
Change the == to !=
!= is the sign for NOT EQUAL.
Also: Moved to triggers.
@s3rius: Go
sure i changed the sign but i cant find the dying unit value i can only choose triggering and other stuff but not that
Then use triggering o_0
This is really simple stuff. Have you considered looking over a tutorial for the basics of the galaxy editor before moving into an actual project? At any rate, the triggering unit is the dying unit.
@Zetal:
Guys ffs stop this nonsence with the noob tutorial stuff.. This forum is open for all questions noob or not. Or am i wrong?
Well maraudorfreak first of all it would be better if you titel your forum post with the issue you have. This one for example -> "kill counter help" or something to be enhence your chance of getting helped by someone that wants to help you and not everyone. This might give you the wrong idea, since some of the people in here do feel they know alot more about the trigger then they actually do..
Also i might add that my english sucks, but ppl seem to be able to understand if they read it again=)
I created a trigger for you:
Part one:
Create a Varaible. (Press f6 to open trigger editor and press right click in the LEFT spalt (where all the other triggers are) and choose -> New->New Varaible) Now the variable functions as you bank that saves stuff in it for a certain player or unit. What you want to do is select this varaible and press F2, and name it "Unit kills" or something (nothing that matters). Now select it again and from the "Type" drop down choose Integer (Integer is just numbers that are full number (not 0.1, but 1 or 2 or 3.. and so on.. even -1, -2, -3)). The last step is to press the array check (under the type drop down) and make the array as many players as you have on the map. The array works as "saving slots" in a bank deposit section. If you have 2 players the array would be 2. And so on.. In other cases this might not be the case, but since "triggering player" or "killing player" is treated as the actual player number it will be allright.
Now you have your "bank" (varaible) which is global (not local which is something you dont have to care about for this matter...)
Part 2 - Trigger
Unit dies
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Killing unit)) > 0
(Owner of (Killing unit)) != (Owner of (Triggering unit))
((Owner of (Triggering unit)) is in (Allies of player (Owner of (Killing unit)))) == false
((Unit type of (Triggering unit)) has Structure attribute) == false
Actions
Variable - Modify unit kills[(Killing player)]: + 1
Now what this does, and i do recommend you to read this to understand for future triggers, is to COUNT the players kills. You were very correct when explaining about the "dying unit" and just as kuaken explained its "triggering UNIT". Allwas when the function starts with "triggering" it has something to do with the event of whats happening.. In this case some dies.. Therefore the triggering unit = dying unit.
I also added that the (first condition) that the player thats killing has to be something over 0. This is incase of an error which can occur if u have cinamatics with neutral players as dying ones...
The THIRD trigger is to not recieve kills from when killing a TEAMMATES units. (Function is player in player group)
The 4 is if theres any structure that you would want to include in this killing madness your planing of..
Now the last part is the actual action. What this does is that (its a action "modify varaible" btw) is to add +1 everytime this .. thing dies to the "bank slot" of the KILLING player (as i explained eirlier with the bank and the bankslots). The varaible used is ofc the one we created (unit kills) and [0]<- Is where u change the player killer function thingy...
@doite:
Now for the last part
Part 3. The text thing.
General - If (Conditions) then do (Actions) else do (Actions)
If
unit kills[(Killing player)] == 100
Then
UI - Display "100 kills.. Good?" for (Player group((Killing player))) to Subtitle area
Else
In the SAME trigger as u just created, u make this under the modify varaible action. The action is a "if then else" action and basicly waits until something is reached. (just as the trigger does)
In if (a condition) i put if -> (changed owned of units to the varaible) unit kills is for the KILLING player is = 100, then
Then is the action.. Text message -> "100 kills... Good?" or whatever u want to write is sent to -> instead of all players i made it into a player group -> sent to the KILLING player.
SO.. To summerize.. If player 1 kills an enemys units he gains 1 points. If he gains 100 HE (and only he) will recieve a message -> "100 kills.. blablaba"
Hope this helps
@doite:
If you read all this you might understand the basics, and high value of using varaibles, since they can enable alot of new features for future maps for you.
GL HF
@doite:
Oh .. haha.. so you DO want to kill your own banelings and get a count for the,... lol thats... odd, well i guess the greatest ideas comes from the wierdest. Well then instead of != triggering unit. put == and delete all the others i told u about =)
@Doite I meant no offense; I even offered help after. I simply think that a semi-professional tutorial written up by someone with alot of free time would be a good start for someone on his level. Again, I'm sorry if you thought I had a negative tone.
@Zetal:
Nono! =) You missunderstood, Lost in translation i guess =)
I just ment its important for him to write the correct titel OR people with no lust to help (giving sloppy information) and people lacking of knowledge will click on the forum thread. Dont mean anyone in this thread.
Though the first part of the thread more angered me due to the fact that i recieved one or two of those when i didnt know anything. And ppl search to this forum since its highly popular and ppl know theres alot of good editors here, in the mix with noobs and semi noobs. Ignore the first part:)
Btw you can rename the title of your topic if your the one who created it ...
For example I would have named it "Help me make kill counter"
and then give a description of what it needs to do?
@SouLCarveRR:
I allready wrote that in the first sentece of my long tutorial for him=)
Oh btw. Doite, I was about to write a big long tutorial yesterday about how to make a leaderboard with the variable as the number, but I couldn't figure out how to display an integer in a leaderboard. Can you explain to him AND me? I would like to learn and he may use it. Please?
@yukaboy:
Sure mate, well
I just set
Unit dies
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Killing unit)) > 0
(Owner of (Killing unit)) != (Owner of (Triggering unit))
((Owner of (Triggering unit)) is in (Allies of player (Owner of (Killing unit)))) == false
((Unit type of (Triggering unit)) has Structure attribute) == false
Actions
Variable - Modify unit kills[(Killing player)]: + 1
Leaderboard - Set Leaderboard item text at column 2 and row (Killing player) to (Text(unit kills[(Killing player)]))
to make the leaderboard paste the integer for the player in the leaderboard. Or was that not what u asked maybe?
http://www.stardepot.org/uploads/soulcarver/Kill_Tracker.SC2Map
Heres a sample map I made awhile back that has a leaderboard.... that tracks kills. It currently only tracks kills of units other then your own or allied units.. so you may have to modify it a bit.
You can check my Ikari Warriors map for that (Forum> Projects Workplace... or directly through my profile). I have a kill counter which displays the number of enemy units killed by the 2 human players. Basically, you create a leaderboard displaying the kill count variable (you need to use "convert integer to text"). Add another trigger that increments the kill count variable when an enemy is killed, then refresh the content of the leaderboard each time it happens. VoilĂ !