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Player Bounty

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Level 6
Joined
Jun 18, 2011
Messages
168
How's this?

  • Bounty for Computer Controlled Units
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Owner of (Triggering unit)) controller) Equal to Computer
    • Actions
      • Player - Add (Point-value of (Dying unit)) to (Owner of (Killing unit)) Current gold
O shadow's is better >.<
 
Point-value and custom unit value should be used carefully:
  • x
    • Events
    • Conditions
      • (Custom value of (Triggering unit)) Equal to 0
      • (Point-value of (Triggering unit)) Equal to 0
    • Actions
Custom value can be edited trough triggers while point value can be edited within Object Editor as well.

Use them for huge systems, not for silly exp gain that can be handled with bounty formulas also available in OE.
 
Level 14
Joined
Apr 20, 2009
Messages
1,543
Use them for huge systems, not for silly exp gain that can be handled with bounty formulas also available in OE.

Such as a system that redistributes mini-move orders among all the players to make sure it doesn't reach above the cap? ^.^

Sorry for this irrelevant off-topic post...
 
Such as a system that redistributes mini-move orders among all the players to make sure it doesn't reach above the cap? ^.^

Sorry for this irrelevant off-topic post...
That can be handled with hashtables.

I speak about systems where you combine few units with different ID under same point value.

Example:
Footman and Knight have different unit type ID, but you can set their PV to 1
Grunt and Rifer have different unit type ID, but you can set their PV to 2

This way you can create group of units with same point value and so on.

Hashtables can work here as well.
But if you work with 5 different systems in background that use all kind of custom numbers and things saved within different hashtables, this is cool way to link all them together.

Now this can be horrible example, but I would need to paste 50+ long word pages of code to show you real example (from Shadows of the Past map, again, for example).
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
That can be handled with hashtables.

I speak about systems where you combine few units with different ID under same point value.

Example:
Footman and Knight have different unit type ID, but you can set their PV to 1
Grunt and Rifer have different unit type ID, but you can set their PV to 2

This way you can create group of units with same point value and so on.

Hashtables can work here as well.
But if you work with 5 different systems in background that use all kind of custom numbers and things saved within different hashtables, this is cool way to link all them together.

Now this can be horrible example, but I would need to paste 50+ long word pages of code to show you real example (from Shadows of the Past map, again, for example).

i use Point Value for identify if normal attack is magic or physical when unit attack, example dragons, lich king igot 50 point value and when they attack then in gui damage system i check the attacker point value and if it is 50 then i use the target magic ressist calculation instead phyisical reduction and its damn fairly usefull coz was enough when all unit do physical attack in warcraft
 
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