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Staredit Network -> UMS Assistance -> Death Counters in Place of Waits.
Report, edit, etc...Posted by Shadow on 2005-04-07 at 00:10:05
Ok, Well I am sick and tired of those pesky waits that keep STACKING! I heard recently that I can use Hyper Triggers and Death Counters instead of waits, and that there will be no more stacking. But, I really don't understand the time sequence of the waits.

12 (approximately) Deaths=1 Second.

So would I set it up like this?


Trigger
Description:
Time 1
Players:
¤ PX
Conditions:
¤ Always
Actions:
¤ Set Switch "TimeLine"


To start the Switch.

Then to start the Time:


Trigger
Description:
Start Time
Players:
¤ PY
Conditions:
¤ Switch "Time Line" is Set
Actions:
¤ DisplayText"Blah...Blah...Blahhh."
¤ Modify Desth's for Current Player to "12"


That is all I have come up with I just don't understand how to keep the "chain" of triggers going.

Any input?
Thanks
Report, edit, etc...Posted by greenreaper on 2005-04-07 at 00:30:34
For your second trigger, you will have to modify your death count by adding 1. Then make a third trigger, so that when the death count reaches a certain point you want the timing to be, just make the condition of that third trigger to be like:

Conditions
Deaths at LEAST "Number you want"

Actions
Then you do whatever actions you want, but remember to CLEAR the switch again. Obviously the frst trigger has to be activated again...so make be able to run again by preserve trigger.
Report, edit, etc...Posted by Shadow on 2005-04-07 at 00:37:30
What I don't get is the deaths per second. When I do it in my map the text just appears for a brief second then goes away. I have the deaths set to every 60 kills because approx. 12deaths= 1 second so, 5 seconds=60 kills, I set up the triggers in increments of 60 but the text just shows and dissapears.
Report, edit, etc...Posted by RexyRex on 2005-04-07 at 00:46:26
Text doesn't disappear unless you make it with a whole bunch of enters.
Attach the map or show us some more triggers.
Report, edit, etc...Posted by Red2Blue on 2005-04-07 at 01:18:20
Deathcounters are tricky to use...

To this problem...

basically..

There is no deathcounter thing happening.



The trigger must be set up with two individual triggers (and a hyper trigger).

The first trigger consists of the "counter"

This trigger is set up as:

1. "Counter" Trigger:

TARGET:
-Player 1
CONDITIONS:
-Always:
ACTIONS
-Add 1 to deaths of "zerg zergling" for current player.
-Preserve trigger.


This is your counter. This acts like the timer or wait. You may use a different unit if you would like, such as an unused doodad.

Now, we know that around 12-13 death counts under a 0ms hyper trigger (which is around 87ms) counts as one second.

Now having this "counter" set, you now create an "action trigger"

This action trigger is what action that occurs when the amount of time is passed.



Say if you wanted it to display a message after each second (looks like thats what you wanted to do...).



You would create this "action trigger"

2. "Action Trigger":

TARGET:
-Player 1
CONDITIONS:
-Current player has at least 12 deaths of "zerg zergling"
ACTIONS:
-Display Message: "message"
-Set Deaths of "zerg zergling" for current player to "0"
-Preserve Trigger.



As we can see.. this trigger is the action of the whole system. Without an action, the wait counter wouldn't work.


Lets look at why this happens.





Lets look at the condition is that you must have 12 deaths of "zerg zergling," but how do you get deaths? From the first "counter trigger," which is always counting at 1 death per 87ms. Now, this counter keeps counting at a constant rate. And because it is constant, it will always count 12 per second. So, this 12 death condition is only met under approx. 1 second.

Now lets look at the actions. The message is displayed when the condition is met, which is 1 second. After displaying the message, it will reset the the deathcount. This part is vital. If each 12 deaths results in a 1 second interval. And this trigger counts each 1 second interval and displays a message, it MUST reset the timer. It has to reset the counter to allow for the "chain" or preserve to come into effect. This is merely for efficientcy purposes. If you wanted to display the message unefficiently, you would put a trigger for each 12 deathcount counts. This a very unefficient way to do things.



Of course, if you wanted the message to display for each time for say, 10 second intervals, you would simply multiply it by 12. So instead of the condition having 12 as its deaths of zerglings, you would have 120 instead to mark every 10 seconds.






This deathcount is a very simple way to use deathcounts.

It relys on only one deathcount and can only be used for ONE "action trigger" at a time.

There are more advanced deathcounts, but I don't want to burden you with things that you don't really need at this time.

Learn these basic deathcounts first.




And waits aren't pesky... waits are more precise then deathcounts and leaves out the annoying guesswork involved with deathcounts. It can also do things in one trigger that deathcounts cannot, such as displaying many messages after the other to create text animations. But hey, Whatever floats your boat...
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-07 at 01:28:15
You know, instead of making page long posts to help people (who seem to ask the same sets of questions anyway), why not instead use the same 2 pages of text to make a tutorial entry, and then simply offer the link?
Report, edit, etc...Posted by Ultimo on 2005-04-07 at 01:30:58
Since writing a good tutorial is harder to do then posting an explanation. tongue.gif
Report, edit, etc...Posted by chuiu on 2005-04-07 at 01:33:40
Tutorials must be approved first. Here is an already made tutorial on it:

http://www.staredit.net/index.php?tutorial=124

I should make my own tutorial for it.
Report, edit, etc...Posted by Red2Blue on 2005-04-07 at 01:47:57
Yea... you have to get approved tutorials... im not as reknowned as you tux, I can't get that easy Thumbs-Up like you can...
Report, edit, etc...Posted by Tuxedo Templar on 2005-04-07 at 01:52:02
Wow, you really think reputation = validity? Maybe that's partly true, but it's because people believe in that sort of nonsense in the first place that it is. You guys lack creativity. I somehow doubt getting a tutorial entry validated by ONE PERSON would require an elite reputation.

You guys don't seem to notice how many of the same general set of questions are being asked ad nausium here, each getting their own seperate sets of laborious replies. What kills me is that often when questions are being answered, the first few who reply (and thus, the first few whose information gets used) often spout BS information, which just makes things worse.
Report, edit, etc...Posted by Red2Blue on 2005-04-07 at 01:57:26
I never said reputation = validity,

My remark had more of a sarcastic nature.
But it IS a bit true... you do get places and things with popularity...
And you cannot deny that fact.

Such as the "special deal" on the criminal system that singers and actors get is a good example.
Report, edit, etc...Posted by in_a_biskit on 2005-04-07 at 04:07:11
Shadow:
Your post, and your triggers, are actually kinda funny, because it seems that you've completely misunderstood the idea of death counters. I'm not trying to insult you, but it really seems like you have no clue.

Death counters don't count time by themselves: You have to make them count for you, using triggers. They are normally a count of how many units of a particular type have died - but we can change their value during the game using the action "Set Deaths".
The usual way of counting time is with a trigger always adding 1 to a player's deaths of an unused unit, like a Rhynadon.

Now if you have hypertriggers, this player's deaths of Rhynadons will be counting fairly fast - in fact, it will increase by 12 every game second.

We can use this counter to measure quite accurately a length of time. For example, we can tell that exactly 1 second after the game starts, the player's death counts for Rhynadons will be exactly 12. Two seconds into the game, the player will have 24 deaths of Rhynadons.

So, if you want to have a message that displays for player 1, two seconds after the game starts, you should have a trigger with the condition: "Player 1 has suffered at least 24 deaths of Rhynadon", and the action to display the text.


LegacyWeapon's tutorial on this is quite brief; I may write a more comprehensive one, if I can find the time.
Report, edit, etc...Posted by sckor on 2005-04-07 at 08:13:52
You don't set the death count. You ADD constantly death counts. I know it is hard to believe at first, but per second, with hyper triggers, you will see that it adds 12 per second.


So, lets say you want to add one mineral per second for player 1!


Trigger
Description:
Add death counts
Players:
¤ Player 1
Conditions:
¤ Always
Actions:
¤ Set death counts for current player; add one for wraith
¤ Preserve Trigger


Now, that will add 12 deaths to wraith for player per second.


Trigger
Description:
Trigger number 2
Players:
¤ Player 1
Conditions:
¤ Current player suffers at least 12 deaths for wraith
Actions:
¤ Set resources for current player; add one for mineral
¤ Set deaths for current player; set to 0 for wraith
¤ Preserve Trigger


Via this trigger, it will always set the death count of wraith for player 1 to 0, if it is over 0, and give the player a mineral.

I said before that the constant adding of deaths for wraith rate is approximatley 12 per second.

LOGIC: 12 is added per second, Death count is reset at 12.

So, what this trigger does, is add a mineral for player 1 every second.

Note: Hyper Triggers are NEEDED for this trigger.
Report, edit, etc...Posted by chuiu on 2005-04-07 at 10:23:33
Can you guys start waiting to see if he understands other people's solutions before posting oversized ones yourself?
Report, edit, etc...Posted by LegacyWeapon on 2005-04-07 at 14:43:02
I don't like to make triggers for people because that trigger might not apply to them when they are making the map therefore causing them to make triggers that does not help them. That tutorial is to help you learn the basic concepts of a death counter, not an extensive step by step information guide...

I accept any tutorial that is not a repeat and one that would help others. (Making a tutorial on what minerals are for is NOT something I would accept due to the fact that most mappers have played Starcraft for some time before realizing they can make maps.)
Report, edit, etc...Posted by Shadow on 2005-04-07 at 17:54:48
QUOTE(chuiu_os @ Apr 6 2005, 09:33 PM)
Tutorials must be approved first.  Here is an already made tutorial on it:

http://www.staredit.net/index.php?tutorial=124

I should make my own tutorial for it.
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I have read the tutorial, I understand the more basic Death Counters. It is just that I didn't ubderstand how to use Death counters instead of wats. Which is why I asked. That tutorial has nothing about waits with Death Counters, it only offers help on basic deathcounters which I understand how to do.

QUOTE(in_a_biskit @ Apr 7 2005, 12:07 AM)
Shadow:
Your post, and your triggers.


LegacyWeapon's tutorial on this is quite brief; I may write a more comprehensive one, if I can find the time.
[right][snapback]182216[/snapback][/right]

Well, I suppose I didn't help you guys by giving you insufficient amounts of information of What I needed help on. It was late for me last night and I didn't post all of the triggers, I thought I did but I guess I was way off. But, next time I will post them all.
QUOTE(chuiu_os @ Apr 7 2005, 06:23 AM)
Can you guys start waiting to see if he understands other people's solutions before posting oversized ones yourself?
[right][snapback]182269[/snapback][/right]

Sorry I didn't reply sooner I was at school.

QUOTE(LegacyWeapon @ Apr 7 2005, 10:43 AM)
I don't like to make triggers for people.
[right][snapback]182348[/snapback][/right]

Thisis why I was asking for help so I can learn on my own and not have to "take" other people's work.



Now on Topic:
So to do the correct triggers I would need t do this:

Player 8:

Conditions:
Set Switch 1

Actions:
Add 1 Death for Unused Unit
Preserve


Conditions:
Clear Switch 1

Actions:
Set Deaths to 0 for Unused Unit
Preserve

Player 1:
Conditions:
Always

Actions:
Set Switch 1

Conditions:
Always

Actions:
Wait 0
(Hyper Trigger)
Copy This a few Times I know....

I know how to set things up I just don't understand the way the "waits" will work for them. 12 deaths=1 second. So, like Red2Blue said 120 deaths=10 seconds.

But, the problem with my map is that the text just dissappears right away. It will show up for like a second then the next text will show up.
Report, edit, etc...Posted by LegacyWeapon on 2005-04-07 at 18:04:08
You want to make it so that it displays text at different intervals of death counters.

Death counters = 0
Display "stuff here1"

Death counters = 12
display "this should display 1 second after the first one"

Death counters = 120
display "this should display 10 seconds after the first one"

Something like that
Report, edit, etc...Posted by Shadow on 2005-04-07 at 18:14:44
So to make he text show in 5 second increments each time I would set it up like this:

0 Deaths
Blah Blah Blah

60 Deaths
Blah Blah Blah

120 Deaths
Blah Blah Blah

180 Deaths
Blah Blah Blah


etc....

Then to start over I would set the trigger up like this:
240 Deaths
Blah Blah Blah
Clear Switch 1
Report, edit, etc...Posted by Ultimo on 2005-04-07 at 18:17:39
If you want the text to stay on longer, press enter after the message a couple of times. How long the messages stays on depends on the length of it, so by adding spaces at the end, it should stay on longer.
Report, edit, etc...Posted by LegacyWeapon on 2005-04-07 at 18:21:18
Yeah basically.

It's better to use an invisible mark then a whole bunch of random invisible words to make it stay longer. Enter might not be the thing you want tongue.gif
Report, edit, etc...Posted by Shadow on 2005-04-07 at 18:23:15
What do you mean by invisible mark?
I have seen it but I don't understand what you mean by using it.
Report, edit, etc...Posted by Ultimo on 2005-04-07 at 18:26:38
He says instead of doing this
With enters
CODE
YOU WON







You could probably do this, by entering the invisible mark at the end of the text. The invisible mark makes everything after it not see-able, but I'm not sure that applies to the text wrapping.
CODE
YOU WON
(invisible mark)
<secret message>
<secret message>
<secret message>
<secret message>
<secret message>
Report, edit, etc...Posted by Shadow on 2005-04-07 at 18:28:19
So, what it does is this:

You win the lottery!
<invisble mark>
<invisble mark>
<invisble mark>
<invisble mark>
<invisble mark>
Blah Blah Blah

So the "Blah" part will not show up, right?
Report, edit, etc...Posted by Ultimo on 2005-04-07 at 18:34:39
You only need one invisible mark, and after that, all the other text after that mark turns invisible. (Not sure if this still works text wrapping.) I'm pretty sure, it works like the mark colour Gray.
Report, edit, etc...Posted by Shadow on 2005-04-07 at 18:38:25
Oh so then it would be like this.

Blah...Blah...Blah...<invisble mark>I like to eat cupcakes on the beach.

The part after the <invisble mark> will not be seen in the game correct?
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