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Staredit Network -> UMS Assistance -> looping music clarification
Report, edit, etc...Posted by l)ark_13 on 2004-12-01 at 17:41:40
Okay, just to clarify on the death counter loops, im gonna make an example.
I have a loop thats 208.12 seconds long.
Every hyper triggers fires 11.9 times per second.
Therefore || 11.9(triggers) x 208.12(seconds) = 2477(deaths) ||
Now I run my death count loop and it goes as follows:

Conditions: -Death of 'unit' is 0
Actions: -Play 'wav'
-Preserve Trigger

Conditions: -Always
Actions: -Add 1 death to 'unit'
-Preserve trigger

Conditions: -Player suffers exactly 2477 deaths of 'unit'
Actions: -Set death count of 'unit' to 0
-Preserve trigger

Just making sure if this is right.

Edit: HOLY CRAP! THIS LAGS THE censored.gif OUTTA THE GAME crazy.gif is it suppose to lag that bad??
Report, edit, etc...Posted by Lithium on 2004-12-01 at 17:47:40
I don't know, I've never used death counters as Music Loop, just switchs =/
You know if your caculation is correct its right.
Report, edit, etc...Posted by StealthyDeath on 2004-12-01 at 17:50:07
If you read my post http://www.staredit.net/index.php?showtopi...ndpost&p=105275. Then that should be about correct. However, you should round the numbers to the nearest whole number and it will give you a better estimate at what the number of deaths you need. I find rounding to be better then, multiplying your numbers then round the answer to be incorrect.

If you rounded, it should be 12*208 = 2496 deaths.

QUOTE
Edit: HOLY CRAP! THIS LAGS THE  OUTTA THE GAME  is it suppose to lag that bad??


I have tried it with a 378 second muisic clip and it didn't lag even once.

Your problem might be that the first trigger. Since the game starts out with 0 death counts on all units. Your play wav is being fired so many time before 1 death is added that it lags up the game. You should probably try the way I have it posted in the link above.
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