1. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  2. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  3. We have recently started the 16th edition of the Mini Mapping Contest. The theme is mini RPG. Do check it out and have fun.
    Dismiss Notice
  4. Choose your ride to damnation in the 5th Special Effect Contest Poll.
    Dismiss Notice
  5. The winners of the 13th Techtree Contest have been announced!
    Dismiss Notice
  6. The 13th Music Contest Poll is up! Vote for the best tracks in this symphony of frost and flame.
    Dismiss Notice
  7. Race against the odds and Reforge, Don't Refund. The 14th Techtree Contest has begun!
    Dismiss Notice
  8. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Bounty? Looking for help for Bounty in my Risk map

Discussion in 'World Editor Help Zone' started by Sphelix, Apr 25, 2019.

  1. Sphelix

    Sphelix

    Joined:
    Jul 10, 2006
    Messages:
    5
    Resources:
    2
    Maps:
    2
    Resources:
    2
    Hello all!

    I'm looking for a trigger to make bounty for my risk map, example would be in Risk Devolution you get 1/3rd (and can choose 1/4, 1/2, etc gold) bounty for kills.

    Right now I have bounty set on the unit for when they are killed, but you get gold every kill and I had to make my cheapest units 5 gold to combat this problem.

    Any ideas of how to do this? Thanks for any help you can provide!
     
  2. Chaosium

    Chaosium

    Joined:
    Aug 29, 2012
    Messages:
    416
    Resources:
    2
    Models:
    2
    Resources:
    2
    I think the easiest solution would be to manage all bounties by triggers.

    Depending on the option you choose (1/2, 1/3 etc), you'd give gold to a player every time they kill an unit, and multiply the amount by 0.5, 0.33 or what not.

    You also want to create a variable with an array to store the base bounty if every unit, then apply thr math.

    I don't think there's an easy way to do it with the regular bounty system.
     
    Last edited: Apr 26, 2019
  3. Sabe

    Sabe

    Joined:
    Jul 30, 2018
    Messages:
    431
    Resources:
    1
    Spells:
    1
    Resources:
    1
    Umm.. What exactly you want?

    To trigger bounty you simple make a trigger with Event: A unit dies, Action: Add X to (Owner of killing unit) current gold. And you can use any math you want for the X.
     
  4. Sphelix

    Sphelix

    Joined:
    Jul 10, 2006
    Messages:
    5
    Resources:
    2
    Maps:
    2
    Resources:
    2
    I believe Chaosium is on the right track. Something where you can get, for example, 1/3rd bounty for killing units. Risk Devolution is a perfect example of it. I'll have to figure out the array part and the correct trigger for this.

    Its possible too I can be creative with triggers and do your method Sabe. Lot of creativity goes a long way in World Editor
     
  5. Chaosium

    Chaosium

    Joined:
    Aug 29, 2012
    Messages:
    416
    Resources:
    2
    Models:
    2
    Resources:
    2
    (Jesus I wrote absolute nonsense thanks to my phone)

    I just thought about using Point value instead of arrays; it's an integer you can set directly in the object editor and has no purpose expect being a "custom value" number 2, and is shared among any given unit type, which is perfect for what you want.

    Let's say a unit's point value is 10, you'd only have to add point value of the dying unit x 0.33 gold to the killing player [for instance]. I think it's easier than using arrays in this case :)