Tutorial Unit Ranks

Oninuva

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Unit Rank System
By: Oninuva
This tutorial will teach you how to create a basic rank system for your units. The rank system is similar to the military. The higher ranking you are the better your skill. In this tutorial you will learn to create a system where units get promoted by the amount of enemies they slay.

rank001kq1.jpg


The promoting in mine goes by:

Private: 2 Kills
Major: 5 Kills
Captain: 15 Kills


Of course you can change yours to what ever you want.

You need to create a skill based off engineering upgrade. Change it to one level and make it a unit ability. Null all the values. I changed mine to:

Private: +2 Damage

Major: +5 Damage
Captain: +10 Damage

But notice that engineering upgrade has a lot more values which you can change. A few ones which are easy to implement in any game are:

Damage
Movement Speed
Ability Upgrade

If you have the effects for it you can even put a symbol over the head of the units by attaching it.

Copy and paste it two times to make the ranks Major and Captain. Next you have to make three triggers.

Code:
PreSetup
    Events
        Time - Elapsed game time is 1.00 seconds
    Conditions
    Actions
        Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
            Loop - Actions
                Set Unit[UnitNum] = (Picked unit)
                Unit - Set the custom value of (Picked unit) to UnitNum
                Set UnitNum = (UnitNum + 1)
        Custom Script: call DestroyGroup(udg_UnitGroup)

Code:
UnitCreated
    Events
        Unit - A unit Finishes construction
    Conditions
    Actions
        Set Unit[UnitNum] = (Last created unit)
        Unit - Set the custom value of Unit[UnitNum] to UnitNum
        Set UnitNum = (UnitNum + 1)

Code:
Record
    Events
        Unit - A unit Dies
    Conditions
    Actions
        Set RankStore[(Custom value of (Killing unit))] = (RankStore[(Custom value of (Killing unit))] + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                RankStore[(Custom value of (Attacking unit))] Equal to 2
            Then - Actions
                Unit - Add Private to (Killing unit)
         
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                RankStore[(Custom value of (Attacking unit))] Equal to 5
            Then - Actions
                Unit - Remove Private from (Killing unit)
                Unit - Add Major to (Killing unit)
        
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                RankStore[(Custom value of (Attacking unit))] Equal to 10
            Then - Actions
                Unit - Remove Major from (Killing unit)
                Unit - Add Captain to (Killing unit)
           
            Else - Actions


The variables which are used are:

RankStore – Integer
Unit – Unit Array
UnitNum – Integer
You can download the icons that I used here.
The demo map is attached.




Sorry that the icons are attached else where but too little space to put stuff here.
 

Attachments

  • Unit Ranks.w3x
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elmstfreddie

The Finglonger
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... Well that's ONE way to do it. You don't need so many if/then/elses, and you could also just use 1 ability with many levels, that levels up with kills. Make it's name Rank: and the tooltip to be the rank for every level.
Read my tutorial on shortening triggers >=\
This Link!
 

Oninuva

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I don't need your help shortening triggers...

I know how to make ranks for abilities...

It's easier for starters to have 3 If Then Else.
 

elmstfreddie

The Finglonger
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Well, whatever. I prefer not to have mass if/then/elses...
And I'm not insulting you, I just was trying to show a different way of doing the same thing :(

I always seem to forget to say good tutorial... I usually just criticize little things lol
 
I

IKilledKEnny

Guest
Pretty simple, but nice idea indeed! I would however also add a trigger that when a units dies it decreases custom value of all units that got higher custom value to keep things clean.

Could have been done better, but this is for begginers I guess. :p
 

Oninuva

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I would however also add a trigger that when a units dies it decreases custom value of all units that got higher custom value to keep things clean.

I don't get what you want. You mean null the dead unit values?
 

AceHart

Your Friendly Neighborhood Admin
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> Time - Elapsed game time is 1.00 seconds

Why is this "1 second" and not "map init" for example?

> Unit Group - Pick every unit in (Units in (Playable map area))

Leaks a unit group.

> Unit - A unit Finishes construction

I thought this would be for Heroes???

> Set RankStore[(Custom value of (Killing unit))] = (RankStore[(Custom value of (Killing unit))] + 1)

So, you're using the custom value as some array's index?
Why not use the custom value to store the rank and forget the array?

> RankStore[(Custom value of (Attacking unit))] Equal to

"Attacking unit"? With "a unit dies"?

> Game - Display to (All players) the text: Promoting.

"All players"?
Why tell them all?

> Unit - Remove Private from (Killing unit)
> Unit - Add Major to (Killing unit)

Can't you use one ability with several levels?
What if there is no "killing unit"?
 

elmstfreddie

The Finglonger
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> RankStore[(Custom value of (Attacking unit))] Equal to

"Attacking unit"? With "a unit dies"?
... Oops, I wasn't thinking straight. Yeah, use Killing Unit oninuva.

> Unit - Remove Private from (Killing unit)
> Unit - Add Major to (Killing unit)

Can't you use one ability with several levels?
Mmmm... That's what I said.
He got mad at me for saying that.
 

Oninuva

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Nope, this is for all units.

Whoops, forgot to remove the display text. I was using it for testing.
 

Sirroelivan

Gunnerkrigg Court
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Why store all that unit data, can't you just use the custom value of the unit to keep track of the number of kills?
 

Chocobo

White-Flower
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Code:
PreSetup
    Events
        Time - Elapsed game time is 1.00 seconds
    Conditions
    Actions
        Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
            Loop - Actions
                Set Unit[UnitNum] = (Picked unit)
                Unit - Set the custom value of (Picked unit) to UnitNum
                Set UnitNum = (UnitNum + 1)
        Custom Script: call DestroyGroup([B]udg_UnitGroup)[/B]

Lol? Where that variable comes from?
 
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