Staredit Network

Staredit Network -> UMS Assistance -> Death Counters
Report, edit, etc...Posted by r[s]t on 2004-08-26 at 19:51:31
coutners, they jsut aint workign for me. Can sumone tell me the RULES?
Report, edit, etc...Posted by Revelade on 2004-08-26 at 19:55:55
Ok for all units you start with 0 deaths. If your unit dies or is killed by a "kill" trigger, it adds a death for that unit. You can also add a death using the "death" trigger.

The best way to use death triggers is adding deaths to units that WON'T be USED or KILLED in the game. Some of these units include: beacons, powerups, and map revealers.

The reason people like them so much is because it is a variable that can be manipulated. What this means is that people can use them to do things when you already used the custom score variable.

The death counters make switches... USELESS. Switches are only good when you need more variables OR if you want ranomization.
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-26 at 19:56:17
errr. Counter are liek variables. You add to them subtract to them and use > or < or = condtions. What specific part are you having trouble with?

EDIT> darn beat me to the post :/
Report, edit, etc...Posted by r[s]t on 2004-08-26 at 21:58:29
so i have triggers likethis right

1

condition
death suffer is 0

action
blach blach blah
set deaths to 1

2
conditon
death suffers is 2
action
blah blah blah



problen is, its nto going to the tirgger 2
Report, edit, etc...Posted by Nozomu on 2004-08-26 at 22:00:05
Because the condition for trigger 2 is different from the effect trigger 1 causes.
Report, edit, etc...Posted by CheeZe on 2004-08-26 at 22:05:21
think death counters like a switch
in a switch (boolean for those VB people)
you have 2 values 0 and 1, 0 for false(or clear) and 1 for true(or set)

in a death counter (any variable)
you have a very large value,
from 0 to..whatever the limit is. 0,1,2,3,4,5,6... etc

they are exactly like switchs except worded differently and have different ways to interact with.

like said before, a unit that dies = +1 death count (so use a unit that doens't die)
use the death action for setting the variable(death) amount
use the suffer for the check tEH VALUEZ1!!111 (greater than, equal to, less than)
Report, edit, etc...Posted by greenreaper on 2004-08-26 at 22:06:57
If you told us the exact trigger that you are having problems with, we could help you more....
Report, edit, etc...Posted by MindArchon on 2004-08-26 at 22:28:56
QUOTE(CheeZe(U) @ Aug 26 2004, 09:05 PM)
think death counters like a switch
in a switch (boolean for those VB people)
you have 2 values 0 and 1, 0 for false(or clear) and 1 for true(or set)

in a death counter (any variable)
you have a very large value,
from 0 to..whatever the limit is. 0,1,2,3,4,5,6... etc

they are exactly like switchs except worded differently and have different ways to interact with.

like said before, a unit that dies = +1 death count (so use a unit that doens't die)
use the death action for setting the variable(death) amount
use the suffer for the check tEH VALUEZ1!!111 (greater than, equal to, less than)

A death value isnt like a switch. A switch is a boolean, with 2 possible values, True or False.

A death value is more of an integer. You can set it, add things to it, and subtract from it. An example of where to use death value is for locked doors.


Conditions:

Current player brings atleast one any unit to location "door"
Current player has suffered exactly 0 deaths of map revealer

Actions:

Display Text Message: Door is locked, you need a key!
Wait 5000 Milliseconds
Preserve Trigger

-------------------------------------------------


Conditions:

Current player brings atleast one any unit to location "door"
Current player has suffered exactly 1 deaths of map revealer

Actions:

Disable doodad state for all lower level door at door

-------------------------------------------------


Conditions:

Current player brings atleast one any unit to location "key"
Current player has suffered exactly 0 deaths of map revealer

Actions:

Display Text Message "You found the key! You can now unlock that door!"
Modify death counts for Current Player: Set to 1 for Map Revealer
Report, edit, etc...Posted by Vindexus on 2004-08-26 at 22:31:03
QUOTE(r[s)
t,Aug 26 2004, 08:58 PM] so i have triggers likethis right

1

condition
death suffer is 0

action
blach blach blah
set deaths to 1

2
conditon
death suffers is 2
action
blah blah blah



problen is, its nto going to the tirgger 2

Trigger A sets the deaths to 1. Trigger B requires it to be 2, not 1.
Report, edit, etc...Posted by CheeZe on 2004-08-26 at 22:33:29
what do you mean it's not like a switch?? i just described why it's like one...

switch = 2 values, 0 and 1, clear and set, on and off, true and false, etc

death counter = whatever the limit is, 0,1,2,3,4...etc, functions, 0 = off, 1 and higher can be on for different events.

notice that deathcounter CAN also use 0,1, clear and set (same thing!)

w00t.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-26 at 23:42:01
QUOTE(Revelade @ Aug 26 2004, 06:55 PM)
Ok for all units you start with 0 deaths. If your unit dies or is killed by a "kill" trigger, it adds a death for that unit. You can also add a death using the "death" trigger.

No one seems to have mentioned this yet so i will.

Death counts are not added when a unit is killed by triggers. It must be set using the deaths action or the unit must die from physical damage.
Report, edit, etc...Posted by r[s]t on 2004-08-27 at 01:26:43
how about someone make the triggger and lemem dl it. I tried setiing it and deaths, heck im doing sumthing wrong
Report, edit, etc...Posted by Vindexus on 2004-08-27 at 01:33:33
I would post the triggers, but I have no idea what you're trying to do.
Report, edit, etc...Posted by r[s]t on 2004-08-27 at 14:35:42
post wut mind archon did with the doors and keys. they i'll just copy and paste and change em a bit
Report, edit, etc...Posted by Vindexus on 2004-08-27 at 14:41:02
Just do what mind archon posted. Why do you need the triggers if they're right there?
Report, edit, etc...Posted by .Coko[CK] on 2004-08-27 at 14:45:54
He likely doesn't understand them at all, such is the way of many who come to these shores!

Death Counters are not like Switches really, and they have 256 possible states compared to two, and so cannot just be Toggeled, nor can them be randomised, well they can but it is really complicated, and this isn't the time for that...

They are only added to through Non-Trigger effect when the unit is actually killed within the game by another unit, not by the Kill Trigger.

In actions it is called "Set Deaths", and you can choose what player it is for, the unit in question, and the amount of deaths. It works just like Custom score in fact.
Report, edit, etc...Posted by r[s]t on 2004-08-27 at 15:38:13
these are my 3 tiggers


Deaths(P7, Exactly, 0, GAME);

Wait(456000);
CenterView(Begining center);
Comment("Begin");
SetDeaths(P7, SetTo, 1, GAME);


Deaths(Force3, Exactly, 1, GAME);

CreateUnit(1, Civilian, ! spawn1, P1);
CreateUnit(1, Civilian, ! spawn1, P2);
CreateUnit(1, Civilian, ! spawn2, P3);
CreateUnit(1, Civilian, ! spawn2, P4);
CreateUnit(1, Civilian, ! spawn3, P5);
CreateUnit(1, Civilian, ! spawn3, P6);
SetCountdownTimer(SetTo, 300);
Wait(30000);
SetDeaths(P7, SetTo, 2, GAME);

Deaths(Force3, Exactly, 2, GAME);

MoveUnit(All, Civilian, P1, Island, ! spawn1);
MoveUnit(All, Civilian, P2, Island, ! spawn1);
MoveUnit(All, Civilian, P3, Island, ! spawn2);
MoveUnit(All, Civilian, P4, Island, ! spawn2);
MoveUnit(All, Civilian, P5, Island, ! spawn3);
MoveUnit(All, Civilian, P6, Island, ! spawn3);
GiveUnits(All, Civilian, Force1, ! spawn1, P12);
GiveUnits(All, Civilian, Force1, ! spawn2, P12);
GiveUnits(All, Civilian, Force1, ! spawn3, P12);
SetDeaths(P7, SetTo, 3, GAME);
Comment("game 2");
Next Page (1)