hmm lol well thank you, thats one thing out of the way, ill just have to adjust some values and should be good to go :D
You dont have to answer back to this as it may be asking for to much but if possible could you make a dialog that displays how much minerals you are gaining per minute thats seperate for each player. You know 0/100 supply +300 minerals 50/100 supply +200 minerals per minute ect. Im quite familar doing this with unit property such as health, but with a resource especially a custom trigger one, i wouldnt even know where to begin.
Im trying to make a somewhat dynamic income system, let me show you what i have right now then what im actually trying to do.
Income System
-Events
Timer - Every 60.0 seconds of Game Time
-Local Variables
-Conditions
-Actions
Player Group - Pick each player in (Active Players) and do (Actions)
-Actions
Player - Modify player (Picked player) Minerals: Add 150
Player - Modify player (Picked player) Minerals: Subtract (Player (Picked player) Supplies Used)
As it stands every 60 seconds you get 150 minerals subtracting how much supplies are used. Say it was 18 supplies, 150 - 18 = 132 minerals every 60 seconds. Which is fine and dandy, but for my map i would like to have it increase every .1 seconds but you still get that 132 every minute. Which im sure would require a much more complicated trigger.
I prefer this because at the start of the periodic event, you get 150 minerals.. okay. You wait 30 seconds and then you make a unit, now 15 supplies is used, so at the end of the periodic event, you now get 135 minerals. However if i could get it the way i wanted, because you waited 30 seconds, you would actually get 142.5 minerals (dont know if .5 minerals is possible so just round it) in that 60 seconds. If someone possibly has the answer but needs me to elaborate please ask. >:D
Btw im not sure how to link triggers like others do on this site i just copied it in as text.
Edit: Last but not least, Delete
Edit: Delete
Edit: Delete
@b0ne123: Go
hmm lol well thank you, thats one thing out of the way, ill just have to adjust some values and should be good to go :D
You dont have to answer back to this as it may be asking for to much but if possible could you make a dialog that displays how much minerals you are gaining per minute thats seperate for each player. You know 0/100 supply +300 minerals 50/100 supply +200 minerals per minute ect. Im quite familar doing this with unit property such as health, but with a resource especially a custom trigger one, i wouldnt even know where to begin.
@b0ne123: Go
i know super basic math, but what i dont know by default is the correct brackets nor do i know triggers all that well. lol xD
If only i could put these number in a decimal :(
Edit: basically put, i dont know how to calculate the minute value every second
@b0ne123: Go
can you tell me what i did wrong, not sure if im understanding that 100% but i changed it to.
-Events
Every 1.0 of game time
-Actions
Player Group - Pick active players and do actions
Player - Modify Player (picked player) minerals: add (Arithmetic Integer) 150 - (Arithmetic Integer)(Player Property)Supplied Used) / 60
The 60 seems to just divide the supplies used, so converting it back to 150 minerals which is now every 1 second.
and yeah my bad >< just got so use to posting in data section.
Edit: I knew this would of required array's somewhere down the road, unfortuntely im not so good at knowing how to use them.
Im trying to make a somewhat dynamic income system, let me show you what i have right now then what im actually trying to do.
Income System
-Events
Timer - Every 60.0 seconds of Game Time
-Local Variables
-Conditions
-Actions
Player Group - Pick each player in (Active Players) and do (Actions)
-Actions
Player - Modify player (Picked player) Minerals: Add 150
Player - Modify player (Picked player) Minerals: Subtract (Player (Picked player) Supplies Used)
As it stands every 60 seconds you get 150 minerals subtracting how much supplies are used. Say it was 18 supplies, 150 - 18 = 132 minerals every 60 seconds. Which is fine and dandy, but for my map i would like to have it increase every .1 seconds but you still get that 132 every minute. Which im sure would require a much more complicated trigger.
I prefer this because at the start of the periodic event, you get 150 minerals.. okay. You wait 30 seconds and then you make a unit, now 15 supplies is used, so at the end of the periodic event, you now get 135 minerals. However if i could get it the way i wanted, because you waited 30 seconds, you would actually get 142.5 minerals (dont know if .5 minerals is possible so just round it) in that 60 seconds. If someone possibly has the answer but needs me to elaborate please ask. >:D
Btw im not sure how to link triggers like others do on this site i just copied it in as text.