LEgacy, your way wouldnt work because the income just keeps going up. It never goes to zero because it accumulates.
Maybe you could do a switch over kind of thing. Like remove one death for marine, add one min, add one death count for firebat. Then when the timer hits like w/e it converts the firebat counts back to marine counts so it can get ready for the end of this round.
Pears: Right about legacy thought about that awhile ago but doesnt work. Also the way you describe wouldnt work fast enough at giving 13000 minerals or so i think.
DT_BattleKruser: Yours doesnt work for me.
Sala: Well I'm sure there is. I guess I could look into this. If not ill get Bolt to make a macro and do the 25000 seperate triggers I need.
Let me think of this simply and briefly, so someone else can enumerate into triggers.
Have your income be equal to something, say gas:
-when time for income
-set death counter to 1
-while death counter is 1, subtract income and add money and a placeholder, say custom score
so like
| Trigger |
| Conditions: |
| ¤ counter is 1 |
| Actions: |
¤ Subtract 1 Gas
|
¤ Add 1 Minerals
|
| ¤ Add 1 Custom |
And obviously add one for whatever so it goes faster.
-When nobody has any gas, set the death counter to 2
-When death counter is 2, subtract placeholder (custom score) and add gas, so:
| Trigger |
| Conditions: |
| ¤ counter is 2 |
| Actions: |
¤ Add 1 Gas
|
| ¤ Subtract 1 Custom |
Then when nobody has custom, set death counter to zero and time to reset and volia you're done.
Maybe if If i wasnt gonna use both gas and minerals as usage in my map. And the income wasn't ever going.
Then instead of gas use another death counter. Anything that works as a variable will work perfectly.
| Trigger |
| Description: |
| get income |
|
| Players: |
| ¤ I dunno |
| Conditions: |
| ¤ current player kill score is atleast one |
| Actions: |
¤ Create one "income" at "income area"
|
¤ Subtract one kill score
|
| ¤ preserve trigger |
| Trigger |
| Description: |
| Clear Get income |
|
| Players: |
| ¤ I dunno |
| Conditions: |
¤ Current player brings at most 0 zerglings (whatever unit) to Zergling Area.
|
¤ Get Income is set
|
¤ Recreate Income is cleared
|
| ¤ Finish Get Income is set |
| Actions: |
¤ Clear Get income
|
| ¤ preserve trigger |
| Trigger |
| Description: |
| Get income from the unit "income" |
|
| Players: |
| ¤ I dunno |
| Conditions: |
¤ current player controls atleast one 'income' at 'income area'
|
| ¤ Get Income is set |
| Actions: |
¤ remove one 'income' at 'income area'
|
¤ set resource, add one ore for current player
|
¤ create one zergling for current player at zergling area
|
¤ Clear Finish Get Income
|
| ¤ preserve trigger |
| Trigger |
| Description: |
| Set Recreate income |
|
| Players: |
| ¤ I dunno |
| Conditions: |
¤ Current player commands at most 0 income
|
| ¤ current player brings atleast 1 zergling to zergling area |
| Actions: |
¤ set recreate income
|
| ¤ preserve trigger |
| Trigger |
| Description: |
| keep unit income after finishing getting income |
|
| Players: |
| ¤ I dunno |
| Conditions: |
¤ Recreate income is set
|
| ¤ current Current player brings atleast one zergling to Zergling Area |
| Actions: |
¤ Remove one Zergling at Zergling Area
|
¤ Create on income at 'income area'
|
| ¤ preserve trigger |
| Trigger |
| Description: |
| Set get income in beginning of the game to start cycle |
|
| Players: |
| ¤ I dunno |
| Conditions: |
| ¤ always |
| Actions: |
| ¤ set 'get income' |
| Trigger |
| Description: |
| clear income |
|
| Players: |
| ¤ i dunno |
| Conditions: |
| ¤ get income is cleared |
| Actions: |
¤ wait for 15000 ms
|
¤ set get income
|
| ¤ preserve trigger |
| Trigger |
| Description: |
| Set 'Get Income' if you have no income |
|
| Players: |
| ¤ I dunno |
| Conditions: |
¤ 'Get Income is Set'
|
¤ Recreate Income is Cleared
|
| ¤ Current player commands at most 0 income (unit) |
| Actions: |
¤ set 'Finish get income'
|
| ¤ preserve trigger |
there you have it... I'm not sure if its perfect but...
Edit. I forgot, you're gonna use gas in the map. Replaced gas with a burrowed zergling.
Edit. Minor Mistakes
Eeeerhm looks good as far as I could see, but I thought I've seen a easier way to do this thou..... I will search all my (downloaded) maps if I can find it..... But I think you're way will work.
QUOTE(sckor @ Dec 8 2004, 02:16 AM)
[trigger]
... *lots of triggers* ...
there you have it... I'm not sure if its perfect but...
Edit. I forgot, you're gonna use gas in the map. Replaced gas with a burrowed zergling.
Edit. Minor Mistakes
[right][snapback]107840[/snapback][/right]
...and that's better than mine how? It wastes time by creating units and therefore can't keep track of high income numbers which will result from re-enacting something like WMW.
as most people are aware i am currently lacking a life, so i am quite willing to help in any way i can, although if blot is going to make a macro there is not going to be any need of any one else on this particular part of your project. note to everyone though if u want help in your maps (like doing something tediuos or terrain, w/e) ill do it so long as you give me alittle credit in your credits.
QUOTE(PearS @ Dec 3 2004, 06:51 PM)
LEgacy, your way wouldnt work because the income just keeps going up. It never goes to zero because it accumulates.
Maybe you could do a switch over kind of thing. Like remove one death for marine, add one min, add one death count for firebat. Then when the timer hits like w/e it converts the firebat counts back to marine counts so it can get ready for the end of this round.
[right][snapback]106280[/snapback][/right]
...
What do you mean it never goes to zero?
The trigger would be a Kills to Cash Trigger but instead of having cash, have death counts.
Then when the countdown timer reachers zero, have triggers like this, in powers of two.
| Trigger |
| Description: |
| Death Counts to Cash |
|
| Players: |
| ¤ Players this applies to. |
| Conditions: |
¤ Countdown timer is exactly 0 seconds.
|
| ¤ Current player has suffered deaths of at least 1 for unit. |
| Actions: |
¤ Subtract 1 deaths for unit.
|
¤ Set minerals for current player to add 1.
|
¤ Set death counts for unit2 to add 1.
|
| ¤ Preserve trigger. |
| Trigger |
| Description: |
| Death Counts to Deathcounts1 |
|
| Players: |
| ¤ Players this applies to. |
| Conditions: |
¤ Countdown timer is at least 1 second.
|
| ¤ Current player has suffered deaths of at least 1 for unit2. |
| Actions: |
¤ Subtract 1 deaths for unit2.
|
¤ Set death counts for unit to add 1.
|
| ¤ Preserve trigger. |
Make sure the higher powers of 2 are above the lower ones.
This is kinda weird, why would you need 50000 copies of a triggers? I don't think you can even fit that much
ADDITION: Oups, sorry I didn't seen that you said wut it was, but there is an esear way to do this.
I said zero because in your previous post it seemed like you were saying just to subtract the income variable and add money. I was saying that the income varible never dissipates and it just keeps getting bigger and bigger. Also what you posted is exactly what I said about having two seperate counts. But it would subtract 12 a second with hypers correct? According to Wheat, income can get into the thousands. If so, then using two death counts and switching them over wouldnt be fast enought. you would need like 10-20 seconds for the 'converting'.
Actually, 12x faster. Remember that!
I can make it in powers of 10 instead
That means 12x per second, wait 1 second, it should be done.
The max each one should ever go up to is 9 times.
1
10
100
1000
10000
100000
1000000
ehhh.. sorry
I'm sure there are better ways to do it. but that was the only one that I could think of.... Hope it helps though
Kept Wheta, if everything sounds really screwed up and you can't do it, you can have someone send the around 7 or 8 triggers you need for it, or you can use SCtrigger. The first option is much much better because SCtrigger will take up a lot of space and is only useful in certain tight situations.
I'll make the triggers you need and post them tomorrow, unless someone gets there before me.
Here's my method in a test map. It all resolves in 1 second if you use powers of 10. If you use powers of 2, it resolves instantly.