Talk:Kill to Cash

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Revision as of 02:37, 27 November 2010 by Payne (talk | contribs)
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"The advantage of doing that kind of system with triggers is that it is much more versatile, in the sense that you can easily modify the conditions of the reward." I'm not sure what the importance of this is. Other than killing an enemy unit, what other condition would you need? -- DevliN 04:15, 26 November 2010 (PST)

I mostly meant that you can, for example, change the fact that players will receive 12 minerals either for 200 Kill Score, 260... or 40k! Also, I don't think you can control if the Resource given is given to the whole team via the Data Editor instead of just the killing player.
-- Payne 11:22, 26 November 2010 (PST)
Right, though normally people wouldn't award resources to an entire team for killing a unit. Maybe that would be the case for killing a boss or something, but then they could make a trigger to give resources for that one boss. I guess I just see the Trigger method as a huge step backwards. It was necessary in SC1 when we had no better method, but now the system feels obsolete. Considering how many units have varying kill scores (which can also be set in the Data Editor, but that would be more time consuming in a much larger project), this seems like it would also have the exact same limitations that the SC1 method had, which was far from infallible. Also as a side note, I don't think we need the "This commented trigger has been taken from the Open Source project 'Swarmed Heroes'" note because that just seems like self-promotion. I'm not gonna say "The screenshot for Game Attributes comes from the upcoming map 'Invasion,'" ya know? :P
-- DevliN 13:37, 26 November 2010 (PST)
You're right. :P
I've simply mentioned that it was from Swarmed Heroes in the image file's description: it makes much more sense. :)
-- Payne 18:37, 26 November 2010 (PST)