Staredit Network

Staredit Network -> UMS Assistance -> Death Count Triggers
Report, edit, etc...Posted by Veta on 2006-04-01 at 02:47:07
Anyone got a good example map with all kinds of different Death Triggers I can look at?
Report, edit, etc...Posted by MapUnprotector on 2006-04-01 at 02:56:23
Here's an application of death counters. It's Tux's calculator map. Shows many good concepts.
http://www.staredit.net/index.php?download=441
Report, edit, etc...Posted by Veta on 2006-04-01 at 13:59:04
Thanks, that didn't help at all, simply confused me more.

I looked at the tut and figured it out, but does anyone know exactly how many or what causes wait triggers to tangle up? I plan on using DC and waits (for stuff dc just won't work for.)

ALSO: Do Players 9-12 respond to DC triggers? As in modifying deaths?
Report, edit, etc...Posted by Tdnfthe1 on 2006-04-01 at 14:52:17
QUOTE(Veta @ Apr 1 2006, 12:58 PM)
ALSO: Do Players 9-12 respond to DC triggers? As in modifying deaths?
[right][snapback]457280[/snapback][/right]

Yes.

QUOTE
I looked at the tut and figured it out, but does anyone know exactly how many or what causes wait triggers to tangle up?

Wait triggers basically all run off of 1 player(or one system). Deathcounters can run off of each and every player. Basically a standard sc map has 8 strands(or strings) of deathcounts for each player(and every unit). Wait triggers are just one single string and can't be divided into different categories for further use. I doubt you understood that, but it's the only way I know how2 put it.

Also I want to point out, all addition and subtracting actions in sc run at a speed of 1.4 seconds per action, and 1/12 of a second for hyper triggers. Thus not only deathcounts work as a form of timers, but so do minerals, unit creation, leaderboard points, and other things.(note: leaderboard is slightly faster)
Hope this helped you some.

~Tdnfthe1
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