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Staredit Network -> UMS Assistance -> Leaderboard Question
Report, edit, etc...Posted by concienne on 2005-04-01 at 17:15:21
I did a quick search through the tutorials DB, but came up with nothing..

But anyway, I was wondering what the best way to show 2 separate leaderboards would be, so that it switches back and forth between maybe 2 different leaderboards (maybe about every 10 seconds).. Also, IF it uses 'waits' to accomplish this, will that interfere with other triggers? As all forces and players are in use, and some already have various 'wait' triggers in them..

Thanks!
Report, edit, etc...Posted by RexyRex on 2005-04-01 at 17:17:58
Yeah, it will interfere with other triggers.
Use death counter waits, those should be in the tutorial DB.
Report, edit, etc...Posted by Urmom(U) on 2005-04-01 at 17:34:29
its simple, all you do is this(the death counter version)

Trigger
Conditions:
¤ start is cleared
Actions:
¤ set protection
¤ preserve trigger


Trigger
Conditions:
¤ start2 is cleared
¤ protection is set
Actions:
¤ display leaderboard
¤ preserve trigger


Trigger
Conditions:
¤ start2 is set
¤ protection is set
Actions:
¤ display other leaderboard
¤ preserve trigger


Trigger
Conditions:
¤ current player has sufferat exactly 0 deaths of bangalas
Actions:
¤ add 1 death for bangalas
¤ preserve trigger


Trigger
Conditions:
¤ current player has suffered at leasy 120 deaths of bangalas
Actions:
¤ toggle start2
¤ set deaths for bangalas to 0
¤ preserve trigger


im pretty sure that this should work. wat it does it has a counter running in the backround. after the times up, it toggles the switch to change the leaderboard every 10 seconds roughly.
Report, edit, etc...Posted by Ultimo on 2005-04-01 at 17:45:50
Assuming you're using hyper triggers in your map, it's around 10 seconds tongue.gif
Report, edit, etc...Posted by concienne on 2005-04-01 at 17:57:42
Thanks Urmom, I get what you are saying... why didn't i think of that? blink.gif
Report, edit, etc...Posted by RexyRex on 2005-04-01 at 18:02:06
Whenever you have a problem just ask.
There is a solution smile.gif.

(You'll be thinking "Why didn't I think of that?" a lot here, don't worry about it biggrin.gif)
Report, edit, etc...Posted by concienne on 2005-04-01 at 18:11:42
LOL, yaa, you know that is USUALLY the case....

THANKS AGAIN GUYS! cool1.gif
Report, edit, etc...Posted by Snipe on 2005-04-01 at 18:16:27
usually in ever problem its either waits or switch's thats the problem that eveyone comes to me for ... and they just don't know
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-02 at 13:49:33
Urmom: ... what the hell? You know you have a problem overusing switches right?

Trigger
Players:
¤ Any one player
Conditions:
¤ Always
Actions:
¤ Set deaths for current player to add one for 'unit'
¤ Preserve Trigger

Trigger
Players:
¤ Same Player
Conditions:
¤ Current player suffers exactly 1 deaths of unit
Actions:
¤ Display Leaderboard 1
¤ Preserve Trigger

Trigger
Players:
¤ Same Player
Conditions:
¤ Current player suffers exactly X deaths of unit
Actions:
¤ Display Leaderboard 2
¤ Preserve Trigger

Trigger
Players:
¤ Same Player
Conditions:
¤ Current player suffers exactly Y deaths of unit
Actions:
¤ Set deaths for current player to 0 for current player.
¤ Preserve Trigger


To explain my varables
2X = Y
Anotherwords your value of X depends on how long you want to display the leaderboard. And Y is twice the value of X assuming you want each leaderboard to show for the same amount of time.

PS. I think 10 seconds is a long time.
Report, edit, etc...Posted by concienne on 2005-04-02 at 16:06:34
Thank you Bolt_Head, that is basically what i was going to try and accomplish, from reading their triggers.. And I am starting to agree, maybe more like every five seconds.. which would be what, every ten deaths using hypers? Ill have to experiment.. Thanks for the simplified answer.. cool1.gif
Report, edit, etc...Posted by Ultimo on 2005-04-02 at 19:20:55
5 seconds using death counters with hypers would be around 60 deaths.
I think using 10 deaths is about a second, so you should multiply the seconds you want by 12 and you have how many deaths you require to emulate the time.
Report, edit, etc...Posted by concienne on 2005-04-02 at 19:51:19
Seems logical to me.... Thank you Ultimo! cool1.gif
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