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End Game Stats - How to alter them?

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I am attempting to prevent certain units from affecting post game stats via the following trigger, it's not working. Suggestions?

  • FixPlayerScore
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • (Owner of (Entering unit)) Not equal to Neutral Passive
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Entering unit)) Equal to Wyvern Spirit
          • (Unit-type of (Entering unit)) Equal to Runes
          • (Unit-type of (Entering unit)) Equal to Dummy BP
          • (Unit-type of (Entering unit)) Equal to PsychoHookDummy
          • (Unit-type of (Entering unit)) Equal to xe unit (Caster System?)
          • (Unit-type of (Entering unit)) Equal to Dummy FB
          • (Unit-type of (Entering unit)) Equal to Dummy SF
          • (Unit-type of (Entering unit)) Equal to Effect: Gyrocopter
          • (Unit-type of (Entering unit)) Equal to Incenerating Fire
          • (Unit-type of (Entering unit)) Equal to Dummy Deadeye
          • (Unit-type of (Entering unit)) Equal to Dummy FS
          • (Unit-type of (Entering unit)) Equal to Singularity Dummy
          • (Unit-type of (Entering unit)) Equal to BP dummy1
          • (Unit-type of (Entering unit)) Equal to BP dummy2
          • (Unit-type of (Entering unit)) Equal to Dummy TS
          • (Unit-type of (Entering unit)) Equal to Hammer_of_Thor_Dummy
          • (Unit-type of (Entering unit)) Equal to SFXDummy1_CO
          • (Unit-type of (Entering unit)) Equal to SFXDummy2_CO
          • (Unit-type of (Entering unit)) Equal to SFXDummy3_CO
          • (Unit-type of (Entering unit)) Equal to SFXDummyCombust
          • (Unit-type of (Entering unit)) Equal to Shard
          • (Unit-type of (Entering unit)) Equal to Singularity Pathing Unit
          • (Unit-type of (Entering unit)) Equal to dummy TM
          • (Unit-type of (Entering unit)) Equal to Dummy Twister
          • (Unit-type of (Entering unit)) Equal to Dummy EF
          • (Unit-type of (Entering unit)) Equal to Dummy EF
          • (Unit-type of (Entering unit)) Equal to Dummy FW
          • (Unit-type of (Entering unit)) Equal to War Zeppelin
          • (Unit-type of (Entering unit)) Equal to Fire Bomb
          • (Unit-type of (Entering unit)) Equal to Effect: Attacker
          • (Unit-type of (Entering unit)) Equal to Dummy IS
          • (Unit-type of (Entering unit)) Equal to IS_Timer
          • (Unit-type of (Entering unit)) Equal to Dummy
          • (Unit-type of (Entering unit)) Equal to Dummy Caster HS
          • (Unit-type of (Entering unit)) Equal to Dummy PW
          • (Unit-type of (Entering unit)) Equal to Dummy RF
          • (Unit-type of (Entering unit)) Equal to Dummy NF
          • (Unit-type of (Entering unit)) Equal to Dummy Fire Blast
          • (Unit-type of (Entering unit)) Equal to Fire Blast (Missle)
          • (Unit-type of (Entering unit)) Equal to Dummy Blaze
    • Actions
      • Player - Set (Owner of (Entering unit)) Game result to (((Owner of (Entering unit)) Total Unit Score) - 1)
 
Level 16
Joined
Aug 20, 2009
Messages
1,554
Those point values is only used for triggering purposes, such as
the "integer - Unit's point value"

you can make that for classification triggers and stuff, to diffrentiate each type of unit's classification...

like, only unit with point value of 6 can wield bows..and point value of 1 can wield swords...

for me, i use it for hero icon, i put the icon in an icon with array...

and each hero got its own point value, so...

if sold unit's point value i use for its array
Set - HeroIcon [1] = Textures/BTNSylvanas.blp
Set - HeroIcon [2] = Textures/BTNArthas.blp
Multiboard - Show Icon "HeroIcon [Sold Unit's Point value]" icon.

there is many other purpose as well...
it doesn't effect any end game statistics...

maybe gold cost and gold gains can effect those ..
 
Those point values is only used for triggering purposes, such as
the "integer - Unit's point value"

you can make that for classification triggers and stuff, to diffrentiate each type of unit's classification...

like, only unit with point value of 6 can wield bows..and point value of 1 can wield swords...

for me, i use it for hero icon, i put the icon in an icon with array...

and each hero got its own point value, so...

if sold unit's point value i use for its array
Set - HeroIcon [1] = Textures/BTNSylvanas.blp
Set - HeroIcon [2] = Textures/BTNArthas.blp
Multiboard - Show Icon "HeroIcon [Sold Unit's Point value]" icon.

there is many other purpose as well...
it doesn't effect any end game statistics...

maybe gold cost and gold gains can effect those ..

I think you're talking about Unit - Custom Value...
 
No point value can be used for certain things - for instance I used it to calculate a lumber bounty return rate for my short lived Seed race.

As for the original problem, I can't seem t find any way to actually change end game stats, despite the trigger commands existing for them. I'm thinking this is one of those things that just doesn't work.
 
No point value can be used for certain things - for instance I used it to calculate a lumber bounty return rate for my short lived Seed race.

As for the original problem, I can't seem t find any way to actually change end game stats, despite the trigger commands existing for them. I'm thinking this is one of those things that just doesn't work.

yeah, maybe some of those hidden NotYetImplemented...
 
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