Bounty problems

The-Maimer

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I feel stupid asking this, but I can't figure it out, I'm sure its a simple thing that I'm overlooking. I have units set to give a certain amount of gold when killed and they aren't giving it. How do I get for example: Tauren dies and gives the player that killed it 100g. How do I get that?
 

blooman

New Member
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16
Gold bounty in the units stats
remember to enable gold bounty for w/e character
 

Tyrulan

Ultra Cool Member
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Trigger:
  • Untitled Trigger 001
    • Events
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Turn Gives bounty On for (Picked player)



 

The-Maimer

New Member
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I've tried that trigger, but it still isn't working, my units are set to give the bounty but how do I get the bounty to work?
 

mr_fj

New Member
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10
I have the same problem and I am using the same trigger. Doesn't work.
 

Defi4nc3

Developer of DORPG
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20
Well first off that trigger won't work...

Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing)) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)


^^^^
Will work... Not leak proof though, create a player group variable, than destroy it.
 

Komaqtion

You can change this now in User CP.
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Well first off that trigger won't work...

Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing)) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)


^^^^
Will work... Not leak proof though, create a player group variable, than destroy it.

That won't work either, if you take a look at what the actions does, it turn GIVES bounty on, which means that it should be used in a All Players loop, since he might want neutral hostile or so to give bounty.

So this trigger should work, otherwise try looking into Gameplay Constants or something:
(Added the correct event ;)

Trigger:
  • Give Bounty
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Turn Gives bounty On for (Picked player)
 

Defi4nc3

Developer of DORPG
Reaction score
20
Neutral Hostile and Neutral Passive are always playing, it will work.

The only slots it won't work for are players that are not playing, All Players will flag every single slot in the game, disabled or enabled... Why turn on bounty for players that are not even gonna be playing?

Its good to make a habit of only using what you need to, if they triggered wc3 to be so sloppy enabling things that didn't need to be, it would be a horrible laggy game.
 

mr_fj

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That won't work either, if you take a look at what the actions does, it turn GIVES bounty on, which means that it should be used in a All Players loop, since he might want neutral hostile or so to give bounty.

So this trigger should work, otherwise try looking into Gameplay Constants or something:
(Added the correct event ;)

Trigger:
  • Give Bounty
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Turn Gives bounty On for (Picked player)

When I use this trigger, I gain no bounty when killing units owned by other players (enemys) Why is that and how can i fix it?
 

ludnica

Long gone
Reaction score
61
Trigger:
  • Initialization
    • Events
      • Time - Elapsed game time is 0.03 seconds
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Turn Gives bounty On for Player 12 (Brown)

Player 12 (Brown) - set that to the "opposing force" you want to gain bounty from.
 

Defi4nc3

Developer of DORPG
Reaction score
20
Lol you guys keep giving him faulty triggers, I thought the point is to help.

If you use the trigger I posted instead of listening to the rest your problem would be solved.

Why you would you turn bounty on for player brown 16 times over? That makes NO SENSE.

Bounty Flag ON is GLOBAL meaning it needs to be done ONCE and it will be flagged ON for EVERYONE it doesn't need to be done player by player.

EXAMPLE:

Trigger:
  • For each (Integer A) from 1 to 16, do (Actions)
    • Loop - Actions
      • Player - Turn Gives bounty On for (Player((Integer A)))


THIS WILL ENABLE BOUNTY FOR ALL 16 PLAYERS>>> STOP USING ALL PLAYERS, IT WILL NOT WORK FOR YOU.
 

Defi4nc3

Developer of DORPG
Reaction score
20
When I use this trigger, I gain no bounty when killing units owned by other players (enemys) Why is that and how can i fix it?

Cause hes wrong and corrected something that was right, his mistake.

Trigger:
  • PLAYER BOUNTY
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing)) and do (Actions)
        • Loop - Actions
          • Player - Turn Gives bounty On for (Picked player)


Not leak proof, but as I said... IT WILL GET THE JOB DONE- Even added your event.
 

Komaqtion

You can change this now in User CP.
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469
For the first, sorry for offtopic, but stop double posting and stop being such a @#$%.
We're just trying to help, and he might only take help from those who are nice to others! Who knows :p

Ontopic: Yeah, try using an integer loop instead, though might just need until player 13 but use 16 if you want ;)
 

Defi4nc3

Developer of DORPG
Reaction score
20
/off
Bloody hell, mine works for me. That's why I replyed.

Yours will work your using it the proper way, you cannot use picked player with all players this does not happen.

The only mistake you've made is declaring bounty 16 times in a row by using a player group in the wrong way. You can acutally get rid of the entire player group and just leave it at...

Trigger:
  • Player - Turn Gives bounty On for Player 12 (Brown)


Without using the player group, and it would work the same.

Maybe you killed a player 12 unit :S
You comment on my double post that provides answers, yet you post non-sense.... Real logical....


------------------

To go more in depth about the Bounty Calls...

The acutal way to turn the flag on for everyone would to go by each player...

Example:
Trigger:
  • Actions
    • Player - Turn Gives bounty On for Player 1 (Red)
    • Player - Turn Gives bounty On for Player 2 (Blue)
    • Player - Turn Gives bounty On for Player 3 (Teal)
    • Player - Turn Gives bounty On for Player 4 (Purple)
    • Player - Turn Gives bounty On for Player 5 (Yellow)
    • Player - Turn Gives bounty On for Player 6 (Orange)
    • Player - Turn Gives bounty On for Player 7 (Green)
    • Player - Turn Gives bounty On for Player 8 (Pink)
    • Player - Turn Gives bounty On for Player 9 (Gray)
    • Player - Turn Gives bounty On for Player 10 (Light Blue)
    • Player - Turn Gives bounty On for Player 11 (Dark Green)
    • Player - Turn Gives bounty On for Player 12 (Brown)
    • Player - Turn Gives bounty On for Neutral Hostile
    • Player - Turn Gives bounty On for Neutral Victim
    • Player - Turn Gives bounty On for Neutral Extra
    • Player - Turn Gives bounty On for Neutral Passive


This would turn on bounty for all 16 players... This is the long way to do it...

------------

Now since we know you only have to turn on the flag once and player groups are really not even required... In order to shorten this process you may use these methods...

Trigger:
  • For each (Integer A) from 1 to 16, do (Actions)
    • Loop - Actions
      • Player - Turn Gives bounty On for (Player((Integer A)))


This will turn on Bounty for all 16 players without having to make that huge list of triggers....


------------------

Now finally this will be the proper way to do this via Player Group... DO NOT USE ALL PLAYERS with PICKED PLAYERS, instead...

Trigger:
  • Actions
    • Set PlayerGroup[1] = (All players matching (((Matching player) slot status) Equal to Is playing))
    • Player Group - Pick every player in PlayerGroup[1] and do (Actions)
      • Loop - Actions
        • Player - Turn Gives bounty On for (Picked player)
    • Custom script: call DestroyForce(udg_PlayerGroup[1])


After making your playergroup variable you then set the variable to what is shown. After that you can then use the Player Group action and it will turn on bounty for all players that are PLAYING, so this means if a slot is not in use it will not flag them, which is good, this is the optimal way of turning the flag on for only what you need it to be. (If you want it for all players that is) (The Custom Script at the bottom is destroying the previously used PlayerGroup, preventing leaks)

Or if your making a RPG type map or tower defense you prolly only want it for a certain player color, which makes it even easier to do, you don't even need to use a player group, instead all you have to do is turn the bounty flag on for the color you need to give bounty...

So if I wanted just Player Brown to give bounty all you need is simply.

Trigger:
  • Events
    • Map initialization
    • Conditions
    • Actions
      • Player - Turn Gives bounty On for Player 12 (Brown)


----------------------

Not very hard eh? :)
 

mr_fj

New Member
Reaction score
10
Trigger:
  • For each (Integer A) from 1 to 16, do (Actions)
    • Loop - Actions
      • Player - Turn Gives bounty On for (Player((Integer A)))

Trigger:
  • Actions
    • Set PlayerGroup[1] = (All players matching (((Matching player) slot status) Equal to Is playing))
    • Player Group - Pick every player in PlayerGroup[1] and do (Actions)
      • Loop - Actions
        • Player - Turn Gives bounty On for (Picked player)
    • Custom script: call DestroyForce(udg_PlayerGroup[1])
None of these work for me. I'll go try adding each player one by one...

Edit: Okay setting bounty one player at a time, works... I can't figure out why the other ways didn't, though...

Thanks :)
 
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