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Get gold (tiberium) when kill enemy force (infantry, etc)
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defcom
Vehicle Drone


Joined: 24 May 2015

PostPosted: Fri May 29, 2015 4:24 pm    Post subject:  Get gold (tiberium) when kill enemy force (infantry, etc) Reply with quote  Mark this post and the followings unread

Hi people, YES ¡¡¡ AGAIN ¡¡¡. I still work with my map, I get to do certain things, but even I have work to do, now i need helpt with this:

1) Need create trigger to do the following:
   - When Team 1 (Spawn1) kill light infantry them must obtain 1 of gold (tiberium in this case).
   - When Team 1 (Spawn1) kill rocket infantry them must obtain 2 of gold (tiberium in this case).
   - When Team 1 (Spawn1) kill tick tank them must obtain 10 of gold (tiberium in this case).
   - etc.

Exist any way to do this.
Thanks again.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 29, 2015 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK it's not possible
a) there is no way to check which type of object was killed
b) there is no way to give a player a certain amount of money via trigger

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defcom
Vehicle Drone


Joined: 24 May 2015

PostPosted: Fri May 29, 2015 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bad new's for me ... you know if i can download FinalSun source, maybe i can add code and make it work.

¿?

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Nordos
Cyborg Cannon


Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Fri May 29, 2015 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hm. Are they all preplaced?
LKO, can one invoke a reinforcement trigger on kill for each single type of enemy? If thats the case, one can have a waypoint somewhere, where the reinforcement spawns, since it will have SpeedType=Winged and Cost=1 (for light infantry), you will get that much Cash.

So, you would need in essence n different Trigger, which spawn each a different unit. All of these Units have SpeedType=Winged, but their cost will differ, for whatever value you want.
Then you have to place that trigger on each unit (each light infantry gets Trigger 1, Rockets Trigger 2, ...)


Yeah, sounds tedious, even if it were to work. But hey, that could be a way Very Happy

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 29, 2015 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

defcom wrote:
Bad new's for me ... you know if i can download FinalSun source, maybe i can add code and make it work.

a) FinalSun is not open source
b) even if it would be, you can't code something into the map editor and expect the game understands it as well.
The editor was written for the game, not the game written for the editor Wink

@Nordos: i doubt that works. It's something different if a unit is build by the player and can't spawn due to bad SpeedType and thus get refunded,
or
a map trigger simply places/spawns the unit on the map.

e.g. map trigger can also spawn ships on land, which you can't do by building them from a shipyard that stands on land.

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X-Mech Calendar (28 Mechs for GDI and Nod)
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Tools
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Nordos
Cyborg Cannon


Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Sat May 30, 2015 7:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, as far as I know SuperJoe made a work around for Oil Derricks, which could be used in the same way.
Instead of directly spawning a unit, it would deploy a unit which spawns that Winged unit to get the refund. With a timed delay, it could undeploy once again (or directly afterwards).
Though I dunno if it is fast enough to keep up when you kill a lot of the same units at  once

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