QUOTE(LordVodka @ Apr 21 2005, 08:05 PM)
I've seen MANY upon MANY times when people around here say to use Death Counters instead of triggers.
Don't you mean instead of SWITCHES not TRIGGERS

QUOTE(LordVodka @ Apr 21 2005, 08:05 PM)
Well, this is what this is here for. I need an In-Depth explanation of Death Counters, if it isn't too much to ask. Unless, you want more kittys to die because I'm using waits

Well, Death Counters are quite simple to understand once you get it...
Basically, you use death counters to store numbers, with which you can do anything you want. Think of switches as ONLY two numbers... 0 meaning cleared, and 1 meaning set. But with death counters you can have it from 0 to 65535 or some insanely high number. And also, switches are GLOBAL which means they affect EVERYONE whereas you can choose whether or not death counters will be GLOBAL or LOCAL.
Example:
Lets say I want to make a LOCAL variable with Death counters...
(p1)
Current Player suffers X amount of deaths from UnitX
--
Blah blah blah do whatever
See, being that I can do Cur player, i have the ability to use the same UnitX for each player separately whereas I would need a completely different switch for each player, which is a waste since switches also take up strings once you rename them...
Hope that helps
ADDITION:
Well to do waits with death counters is also quite easy...
With this, you need to have hyper triggers.
Lets say every 3 seconds you want to do create a unit WITHOUT using a 3000 wait block.
Always
--
Modify death count for Player 1 Add 1 to UnitX
Preserve Trigger
Now, since hyper triggers are present, it will add about 12 death counts for every 1 second in real life. So 36 death counts = 3 seconds
So now we just do
Player 1 suffers at least 36 death count of UnitX
--
Modify death count for Player 1 to 0 for UnitX
Create 1 Unit for player at Location
Preserve Trigger
Thats about as basic as it gets
