So yes, I looked up the tutorial, not very good, but there was a good post in there on how to make a scaleable income, but the problem is, it only works for one type of structure, so I was wondering how to possibly make an income like the one in nexus wars...
No idea how nexus wars handles it's income system. I assume it's a standard "every time you build x type of building, income increases".
You have a periodic trigger that goes off every few seconds, adding a certain number of minerals to each player using "modify player property". You can use "number of units in unit group" to figure out how many of whatever unit a specific player has... It might look something like this:
Event: Periodic Event, every 5 seconds
Conditions: None
Local Variables: X (integer)
Actions:
For each player (x) in (active players)
---Modify (Add) (Number of Units in Unit Group [Units {Money Building} in region {Entire Map } ] ) (Minerals) to Player (x)
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Triggers sounds too complicated for something like this. Why not just add a behavior with a periodic effect that adds minerals to each building in data? You should really define what kind of scaleable income you want to get a better answer though.
TY, zelda, it works really well! There is a problem though: if I have more than one type of that unit, it will not factor it in, so if I have two barracks that give off 3 income serperately and 6 income together, it will only give me 3 income, but if I have 1 barrack and one supply depot (1 income), 4 income together, it will give me 4 income... Please help!
im the currently the operator/updater/modifier/ ect. on DS being turtle was killed by an over grown croc. want to know how the income is arranged on that game? or you got it already?
@Deadzergling:
that does work but its uneven income such as it dont all occure at 1 time. but if your not looking to do it like ever 1 second then its great. just copy how the automated refinery works and your good to go.
So yes, I looked up the tutorial, not very good, but there was a good post in there on how to make a scaleable income, but the problem is, it only works for one type of structure, so I was wondering how to possibly make an income like the one in nexus wars...
TY in advance!
Bumpity bump bump...
@MoDTassadar: Go
No idea how nexus wars handles it's income system. I assume it's a standard "every time you build x type of building, income increases".
You have a periodic trigger that goes off every few seconds, adding a certain number of minerals to each player using "modify player property". You can use "number of units in unit group" to figure out how many of whatever unit a specific player has... It might look something like this:
Triggers sounds too complicated for something like this. Why not just add a behavior with a periodic effect that adds minerals to each building in data? You should really define what kind of scaleable income you want to get a better answer though.
TY, zelda, it works really well! There is a problem though: if I have more than one type of that unit, it will not factor it in, so if I have two barracks that give off 3 income serperately and 6 income together, it will only give me 3 income, but if I have 1 barrack and one supply depot (1 income), 4 income together, it will give me 4 income... Please help!
TY in advance...
@MoDTassadar:
im the currently the operator/updater/modifier/ ect. on DS being turtle was killed by an over grown croc. want to know how the income is arranged on that game? or you got it already?
@Deadzergling:
that does work but its uneven income such as it dont all occure at 1 time. but if your not looking to do it like ever 1 second then its great. just copy how the automated refinery works and your good to go.