I am in fact using deathcounts... pretty complicated ones (for me anyway). Instead of using 4 locations to go in and out of a building, I have 2 locations...
One is set over my "house" building and the other is the interior of the building. I have something like this
Cond.
'Current Player' brings at least 1 of 'men' to "Location1"
'Current Player' has suffered exactly 0 of 'Protoss Assimiliator' deaths.
Act.
Modify death counts for 'Current Player': Set 1 for 'Protoss Assimilator'.
Move 1 'men' owned by 'Current Player' to at "Location1" to "Location2"
Centerview at "Location2"
Preserve triggers.
then
Cond.
'Current Player' has suffered exactly 1 of 'Protoss Assimilator' deaths.
'Current Player' brings exactly 0 'men' to "Location2"
Act.
Modify death counts for 'Current Player': Set 2 for 'Protoss Assimilator'
Preserve triggers.
then
Cond.
'Current Player' has suffered exactly 2 of 'Protoss Assimilator' deaths.
'Current Player' brings exactly 1 'men' to "Location2"
Act.
Modify death counts for 'Current Player': Set 3 for 'Protoss Assimilator'.
Move 1 'men' owned by 'Current Player' at "Location 2" to "Location1"
Centerview at "Location1"
Preserve triggers.
lastly
Cond.
'Current Player' has suffered exactly 3 of 'Protoss Assimilator' deaths.
'Current Player' brings exactly 0 'men' to "Location1"
Act.
Modify death counts for 'Current Player': Set 0 for 'Protoss Assimilator'.
Preserve triggers.
Basically what this does is when my character is in a building (just another section of the map), I have a death counter to show that he's in there. Then to prevent him from just being moved back and forth, I have it set so that when he walks off, he'll get another death counter, which is part of the condition for getting out of the building. Then when he gets back out, it gives him another counter to show that he's out. When he walks off that location, it removes all the counters so he can go in another building.
I'm using the same technique for talking to the people... everytime I get close to them, they'd speak, but to prevent repeatitive speaking, that was used. So everytime I walk past one, he would talk, then I walk away and come back, he'd talk again.
I then used that weird little idea I posted on my other thread to have
| Trigger |
null| Conditions: |
| ¤ Switch 1 is Cleared |
| Actions: |
¤ Modify death counts for (unused player/unit): Subtract 1 for Gateway (you can also use minerals, gas, anything that can count really, so long as it's unused)
|
¤ Randomize Switch 1.
|
| ¤ Preserve Triggers. |
| Trigger |
null| Conditions: |
¤ Switch 1 is Set
|
| ¤ xPlayer has suffered at most 3 deaths of Gateway. |
| Actions: |
¤ Modify death counts for (unused player/unit): Add 1 for Gateway (you can also use minerals, gas, anything that can count really, so long as it's unused)
|
¤ Randomize Switch 1.
|
| ¤ Preserve Triggers. |
[trigger][cond][c]xPlayer has suffered exactly 4 deaths of Gateway.[/cond]
[actions]randomize switch 1[/actions][/triggers]
This makes the number just go up and down from 0-4, capped at 4. What's this for? I made it so that the civilians speak differently for each count. At 0 they say one thing, at 1 they say another, ect. This way they don't say the same things everytime. They DO say the same things sometimes, but it at least varies now.
I thought all this was such a great idea when I thought of it... but just this effects my text

?