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Staredit Network -> UMS Assistance -> Death Coutners
Report, edit, etc...Posted by r[s]t on 2004-08-12 at 04:58:46
Can any one explain to me about death counters and how to use em?
Report, edit, etc...Posted by .Coko[CK] on 2004-08-12 at 09:26:23
Death Counters work just like your Gas and Mineral Counter, you can set them, add to them, and subtract, however, you can't go above 255 in one move, unlike gas and minerals.

They can be set for any units which, according to Starcraft, can be destroyed, which is anything you can click on really. So it can be set for Mineral Patches, Buildings, Heroes and all that.

However just like Gas and Minerals, if the player themselves let a unit die, and it has a counter, it will be effected, this is sometimes the point, but if you counter is for the time of the game, then you want a unit that will not ever be destroyed on your map.

Beacons are a good choice, or Map Revealers.
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-12 at 12:08:46
Don't forget the unplaceable "crash" units. That can never get screwed up. wink.gif
Report, edit, etc...Posted by r[s]t on 2004-08-12 at 13:26:04
how about explaining counters? thanks

and unused units, i've seen that soem where b4, wth is that?

edit; explain how to do a counter thingy on sf
Report, edit, etc...Posted by CheeZe on 2004-08-12 at 13:33:37
death counters are a variable. if you have ever done any programming, you can see variables are one of the most important things.

for any unit in the game, there can be a death count for that unit. (each time the unit has died).but you can also change this account at any time with the action
set death

the condition is suffer (something i think)

you can use them for levels in a bound, as functions to call other commands and other stuff i haven't thought of yet. smile.gif

using it in sf is same as any other editor..unless it doesn't work! *gasp*
Report, edit, etc...Posted by Vindexus on 2004-08-12 at 13:54:24
Let's say you wanted to heal a unit whenever someone brings a Marine to Location Y, but you only wanted him to be able to do it five times, you'd do this.
QUOTE
Players
- Players
Conditions
- Current Player brings at least1 Marine to Location Y
- Current Player has suffered at most 4 deaths of Cantina
Actions
- Modify Unti hit points for Marine owned by Current Player at Location Y
- Move 1 Marine for current player at Location Y to Location Z
- Modify death count for current player: Add 1 for Cantina
- Preserve Trigger


Each time the player brings a marine to Location Y, it will add 1 death for Cantina (an unused unit). Once the player gets 5 deaths of that unit, the trigger will no longer fire.
Report, edit, etc...Posted by Revelade on 2004-08-12 at 15:27:49
Death Counters make switches obsolete (other than randomizing).
Report, edit, etc...Posted by Battleaxe3 on 2004-08-12 at 17:36:00
QUOTE(Revelade @ Aug 12 2004, 02:27 PM)
Death Counters make switches obsolete (other than randomizing).

But remember if you dont want hyper triggers in your map it takes 3 seconds for Death Counters to fire.
Report, edit, etc...Posted by .Coko[CK] on 2004-08-12 at 17:53:55
Hey, i wrote the Random Map Making Tip, glad someone used it, i feel good now!
Report, edit, etc...Posted by Battleaxe3 on 2004-08-12 at 18:18:54
Hehe, thats and the Hyper triggers fire 12.2x faster are the only things i didnt not accually know! biggrin.gif
Report, edit, etc...Posted by r[s]t on 2004-08-12 at 23:39:32
okay thnks.


where the fudge did cantina and warp pass and stuff like that com from?
Report, edit, etc...Posted by Mini Moose 2707 on 2004-08-13 at 01:51:21
Why would a death counter take 3 seconds to fire and not a switch? I never understood that.
Report, edit, etc...Posted by Revelade on 2004-08-13 at 02:26:37
QUOTE(Battleaxe3 @ Aug 12 2004, 04:36 PM)
QUOTE(Revelade @ Aug 12 2004, 02:27 PM)
Death Counters make switches obsolete (other than randomizing).

But remember if you dont want hyper triggers in your map it takes 3 seconds for Death Counters to fire.

Uh... all triggers without the use of hyper triggers need 2 seconds to activate... I believe you are mistaken.

mellow.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-13 at 03:04:10
QUOTE(Battleaxe3 @ Aug 12 2004, 04:36 PM)
QUOTE(Revelade @ Aug 12 2004, 02:27 PM)
Death Counters make switches obsolete (other than randomizing).

But remember if you dont want hyper triggers in your map it takes 3 seconds for Death Counters to fire.

Why do people think that? Can you prove this?
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