QUOTE(Kumano @ Sep 21 2005, 12:15 AM)
1 location per item could work with observer going to them (observer is invisible so it would probably be better) Or you could try saving locations and have a burrowed unit at each item and constantly detect where observer and zergling is at same time, and for different items you could have different burrowed units (which would need another location for each type of item though I think) and whenever theres an observer and zergling at same location you move observer back and create item at location, and when you go to the item you could tell observer to go to your character instead of location at item. I think it would work. (have like 50 observers at one location, only problem I can think of currently is 2 items at once where it might order the same observer making 1 of the items not respawn.)
[right][snapback]318195[/snapback][/right]
then I would rather use 50 separate death counters. And I don't want to do it...
QUOTE(DEAD @ Sep 20 2005, 01:18 PM)
then I would rather use 50 separate death counters. And I don't want to do it...
[right][snapback]318200[/snapback][/right]
It doesn't sound like your gonna find a quick solution to this one. it seems you may have to do it, or something similar that is time consuming. i can't think of anything either, unless you did something like in mario kart where they all come back when they are all used. just a suggestion
There is 1 way I can think of if you don't want to use deaths for every separate item.
Create a conveyor belt! Basically, after an item is taken, it will be moved to a Transition area, which is divided into many sub-grids.
With hyper triggers, about every 1/12 of a second it will move from 1 grid to the next, going down the line.
11.8*x120=1416, so you'd have to loop it a bit, and there'd obviously be a lot of triggers, but use MindArchon's trigger duplicator and voila, problem solved.
*: Different experiments produced different results, but the hyper trigger-enhanced number of trigger repetitions is about 11.8 per second.
Now, having almost 1.5k triggers doesn't always fit one's style, so you could also Order a unit to walk down a path and thus keep track of time elapsed. I think this is what GgG-PlayaR meant with his Civilian.
A downside to this is that you'd need a separate unit for each different type of item, and differences in unit speeds will also complicate things more.hmm, let me think off the top of my head.
ok i got it, you have a burrowed zergling under each spot where an item can be spawned. they will be owned by computer 1.
| Trigger |
undefined| Conditions: |
| ¤ Always |
| Actions: |
¤ Add 1 Death for computer 1
|
| ¤ Preserve Trigger |
| Trigger |
undefined| Conditions: |
| ¤ Computer 1 has suffered at least 1440 deaths |
| Actions: |
¤ Move location labled 'center' on zergling owned by computer 1 at 'anywhere'
|
| ¤ Preserve Trigger |
| Trigger |
undefined| Conditions: |
¤ Computer 1 brigns exactly 1 any unit to 'center'
|
| ¤ Computer 1 has suffered at least 1440 deaths |
| Actions: |
¤ Move 1 (Powerup) from 'location' to 'center'
|
¤ Give all zergling owned by computer 1 at 'center' to computer 2
|
| ¤ Preserve Trigger |
| Trigger |
undefined| Conditions: |
| ¤ Computer 1 commands exactly 0 zergling |
| Actions: |
¤ Give all zergling owned by computer 2 at 'anywhere' to computer 1
|
¤ Set deaths for computer 1 to 0
|
| ¤ preserve trigger |
do you think that would work?
Would work I think, but he doesn't want a death count for every single item.
Way to bump back a post with a non-repeated solution... [snapback]318452[/snapback]
i got an idea....
make it so when player gets the item, a computer overlord (w/o speed upgrade) is created somewhere (like on edge of map). Then make it so that all overlord always move to a location 2 minutes away when created, and when it gets there, recreate the item.
Ok i skimmed over the second half of the post here so i don't know how offtrack i might be or if anyone has hinted at this or said it all but this is my suggestion to have many power up spots with a 2 minute respawn timmer at differant places.
I'll use a burrowed unit method. The units and players i use can be changed but if they differ in my example they need to differ in yours too.
First i'll have a player 8 zergling under all the powerups.
Each player will have a location centered on his unit and if p8 brings a zergling there then you will remove the powerup and give the zergling to player 9.
Next have a set of trigges run every 10 seconds. Have them give all units owned by player 9 to player 10 and player 10 to player 11.
Since i don't want to use players 12 and up then instead of giving units owned by player 11 to 12 remove player 11's unit and create a player 9 drone where the zergling was.
This way we can create a cycle. Here are examples of the units and what they represent.
P 08 Zergling (cystal is there)
p 09 Zergling (00-09 seconds after taken)
P 10 Zergling (10-19 seconds after taken)
P 11 Zergling (20-29 seconds after taken)
P 08 Drone (30-39 seconds after taken)
P 09 Drone (40-49 seconds after taken)
P 10 Drone (50-59 seconds after taken)
P 11 Drone (1:00 to 1:09 after taken)
P 08 Defiler (1:10 to 1:19 after taken)
P 09 Defiler (1:20 to 1:29 after taken)
P 10 Defiler (1:30 to 1:39 after taken)
P 11 Deflier (1:40 to 1:49 after taken)
P 08 Hydra (1:50 to 1:59 after taken)
P 08 Zergling (2:00 - respawn)
Now of course you could use twice as many units and check every 5 seconds or check only 20 seconds with half as much. I would suggest you check at least once every 20 seconds with a 2 minute wait. 5 in my opinion is obsessive.
Anyways this is kinda how a replace triggers would look. All triggers should be owned by a single computer player
Conditions:
--P8 Custom Score is at least 1
Actions:
--Subtract one custom score for player 8
--Preserve Trigger
===Four replace triggers shown to establish idea / pattern===
Conditions:
--P8 Custom score is exactly 0
--P8 commands at least one hydralisk
Actions:
--Center Location [replace] on hydra owned by player 8
--Remove 1 hydralisk at [replace] for player 8
--Create one zergling (burrowed) for player 8 at [replace]
--Create one Cyrstal thing for whoever at [replace]
--Preserve trigger.
Conditions:
--P8 Custom Score is exactly 0
--P11 Commands at least one defiler
--P8 Commands exactly 0 hydra (we got to make sure all of the hydralisk are given away first)
Actions:
--Center Location [replace] on Defiler owned by player 11
--Remove 1 defiler at [replace] for player 11
--Create one hydra (burrowed) for player 8 at [replace]
--Preserve trigger.
Conditions:
--P8 Custom Score is exactly 0
--P10 Commands at least one defiler
--P11 Commands exactly 0 defiler
Actions:
--Center Location [replace] on Defiler owned by player 10
--Give one deflier at [replace] owned by player 10 to player 11
--Preserve trigger.
Conditions:
--P8 Custom Score is exactly 0
--P9 Commands at least one defiler
--P10 Commands exactly 0 defiler
Actions:
--Center Location [replace] on Defiler owned by player 9
--Give one deflier at [replace] owned by player 9 to player 10
--Preserve trigger.
===Repeat the pattern for all the units representing each increment of time. It will most likely be benifiecial to you to make at least 4 copies of each and make sure there all in line. Other wise if too many cyrstals are on the same time set it will slow down your timer.===
To reset the timmer...
Conditions:
--P8 Custom Score is exactly 0
--P9 Commands exactly 0 Zergling
Actions:
--Set Player 8 score to 1440 (using hypers)
--Preserve Trigger
PS - sorry for not using bb trigger code, its easyer for me to visualize it this way.Finally. Thats what I expected when I posted "smart" item reg. I will study it a bit and probably use it. Thanks Bolt

.
ADDITION:
But what's wrong with p12? I agree with p12+ but I already use p12 a lot in my map.
ADDITION:
Studied it...However I don't see how it recognizes item kinds. And is there a possibility that this would lag the game?
why not have the item pickup trigger spawn a unit of type X (X unique for every location) out of sight.
then a trigger if X is spawned add 10 / 100 / 1000 / 10000 / 100000 deaths (so you can use a counter for several items)
and at the end remove X and create powerup...
QUOTE(SI @ Sep 21 2005, 09:23 PM)
why not have the item pickup trigger spawn a unit of type X (X unique for every location) out of sight.
then a trigger if X is spawned add 10 / 100 / 1000 / 10000 / 100000 deaths (so you can use a counter for several items)
and at the end remove X and create powerup...
[right][snapback]318846[/snapback][/right]
If you mean what I thinks you mean then it won't work in case of multiple items picked up.
I have a question however. Can p9-11 and p12 keep death counters like p1-8?
QUOTE(DEAD @ Sep 21 2005, 01:13 PM)
Finally. Thats what I expected when I posted "smart" item reg. I will study it a bit and probably use it. Thanks Bolt

.
ADDITION:
But what's wrong with p12? I agree with p12+ but I already use p12 a lot in my map.
ADDITION:
Studied it...However I don't see how it recognizes item kinds. And is there a possibility that this would lag the game?
[right][snapback]318841[/snapback][/right]
I don't like using player 12 as place holders because it is the neutral player units are given to when players leave the game. I normally make a trigger to remove all player 12 units. your free to use player 12 if you wish.
PS. SI if your saying what i'm thinking of useing it wouldn't solve the problem. Even though you would be using one counter you would have to use multiple triggers to add the differant vaules. And another set to respond to those differant vaules. yes you could esentually use every 10th place as an indiviual counter but it wouldn't save you any work. Actually now that i think about it you would have to do more work.
QUOTE((U)Bolt_Head @ Sep 21 2005, 09:50 PM)
I don't like using player 12 as place holders because it is the neutral player units are given to when players leave the game. I normally make a trigger to remove all player 12 units. your free to use player 12 if you wish.
PS. SI if your saying what i'm thinking of useing it wouldn't solve the problem. Even though you would be using one counter you would have to use multiple triggers to add the differant vaules. And another set to respond to those differant vaules. yes you could esentually use every 10th place as an indiviual counter but it wouldn't save you any work. Actually now that i think about it you would have to do more work.
[right][snapback]318859[/snapback][/right]
What about p9-12 holding death counters. If they can then I can use like 1 death on p4,5,6,7...(1-3 are human so I won't use them). By this way I could live with like 5 units in 45 death counters.
I don't think you can set deaths for p9-12 but i could be wrong. Even if you can then i think that just complicates things (in the ways of the amount of work you do)
You would still have to make individual triggers for each of the death counters to set them for the specific player. Using current player would be hard making the trigger only run for the player you wanted to reward the deaths for. And triggers can't run for players over 8.
Oh yeah, The suggestion I gave you only requires one counter. You don't need a differant counter for each spot the differant units act as those counters by storing both a location on the map and value.
But what about different items. I don't see how your method recognizes items kind.
QUOTE(Kumano @ Sep 20 2005, 09:22 PM)
Would work I think, but he doesn't want a death count for every single item.
[right][snapback]318472[/snapback][/right]
you dont need one for every item for my method.
Bolt: im still a bit confused on why you need all of those units to remove and create and stuff. whats the purpose of them, im not sure how they keep increments of time. but its you so of course it will work

[snapback]318452[/snapback]Yo, my conveyor belt idea could work.
maybe but with 1500 triggers!:omfg:
QUOTE(urmom @ Sep 21 2005, 06:16 PM)
maybe but with 1500 triggers!:omfg:
[right][snapback]318997[/snapback][/right]
Actually, it can be adjusted to run once every half second, every full second, or longer.
PCFredZ: note that there are only about 255 locations at your disposal in the map... if you want a 120-segment conveyor belt that doesn't take half your locations away, you might need a grid system (which could be messy to trigger).
Also, how would you know where the item came from, if there are multiples of the same item?
You might have a 'location keeper' unit on the conveyor belt as well (e.g. 'p8 zergling' travelling with an 'item1' means that it came from 'item1 location 1', etc)
Similarly, you might have an 'item keeper' unit at each item location as well as the 'timer units' to work out which item is at each place in Bolt's method (e.g. 'p9 hydra' means that an 'item1' should spawn here, etc)
---
If you adjust PCFredZ's conveyor belt only to run every ten seconds, then it becomes very similar to Bolt's idea. In PCFredZ's case, different locations tell you how much time has elapsed, whereas in Bolt's case, different units tell you how much time has elapsed.
urnom: I'm not sure how your idea is different from making a separate death-counter timer for each item-location.
QUOTE(DEAD @ Sep 21 2005, 02:27 PM)
But what about different items. I don't see how your method recognizes items kind.
[right][snapback]318880[/snapback][/right]
Oh i didn't realize that you had different kinds of power ups to consider. In that case you could use have a 2nd unit that would stay there the whole time and be the powerups place holder. Then when the trigger respawns it it would detect what unit was sitting there the whole time and replace it with the appropriate powerup. Tell me if you need an example…
PCFredZ: Well let me think of what to compare this too...
Ok think of the each unit as a switch like how you would count up with switches for levels in a bound or defense. We start out with one switch set and when we move to the next level we clear it and set a new one. With the units we do the same thing but instead change the unit to represent that we added one. The advantage of using units of course is they have a specific location on the map that they apply to, something a switch doesn’t have. Also we can set many of the same switch by having the multiples of the same unit.
ADDITION:
QUOTE(in_a_biskit @ Sep 22 2005, 12:17 AM)
Similarly, you might have an 'item keeper' unit at each item location as well as the 'timer units' to work out which item is at each place in Bolt's method (e.g. 'p9 hydra' means that an 'item1' should spawn here, etc)
[right][snapback]319322[/snapback][/right]
I guess you kinda already said my solution for that. Thanks
Ok, big thanks for everybody who thought something new and smart out

.
I figured out that I also need different regeneration times so non of these wouldn't work anyway. So I took my time and made it with separated death counters. It works fine and its just what I needed. It took only 40 minutes to make them.
One more question. If there are many triggers executed at the same time for 1 player will +1 death still shoot 11.87.. times per sec.?
Yeah with hyper triggers, triggers exicute about once every 12 seconds if you have 1 other trigger or 500
QUOTE((U)Bolt_Head @ Sep 22 2005, 06:36 PM)
Yeah with hyper triggers, triggers exicute about once every 12 seconds if you have 1 other trigger or 500
[right][snapback]319384[/snapback][/right]
So it doesn't wait for other actions. Thanks

.
QUOTE((U)Bolt_Head @ Sep 22 2005, 11:36 AM)
Yeah with hyper triggers, triggers exicute about once every 12 seconds if you have 1 other trigger or 500
[right][snapback]319384[/snapback][/right]
12? maybe you mean 1/12th. and scratch my idea because i misread his question. i thought that every two minutes it would globally check and replace not individually
