QUOTE(Shocko @ Aug 24 2006, 02:32 PM)
always();
SetDeaths(currentplayer,add,1,pylon);
Preservetrigger();
then it will add 1 death every 100ms
so then 10 deaths = 1 second so;
Deaths(currentplayer,exactly,10,pylon);
Setdeaths(currentplayer,add,1,nexus);
Preservetrigger();
that will be your counter
Deaths(currentplayer,exactly,240,nexus);
Createunitat(30,Marine,X,Currentplayer);
SetDeaths(currentplayer,setto,0,nexus);
Preservetrigger();
that way it will be creating every 240 secons ( 4 minutes )
Note: The actions and conditions may not be 100% accuracte to the starforge layout.
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There's no need to convert death's of pylon to nexus. It's useless and makes it more complicated. If you leave out the trigger converting the deaths of pylon to deaths of nexus then you could just change the condition of 240 deaths of nexus to 2880 deaths of pylon.
Also, the trigger that converts the pylon deaths to nexus won't even work properly, the trigger will just run once adding 1 death to nexus and that's it. You are missing an action that resets the pylon deaths to 0.
Lastly, as PCFredz pointed out, each trigger cycle will go once about every 84 ms. Therefore the deaths per second is actually 12. The fix would simply just change the 10 to 12. It may seem like a small difference, yet it adds up over time.
So my revised version would look like this:
QUOTE
always();
SetDeaths(currentplayer,add,1,pylon);
Preservetrigger();
then it will add 1 death every 84ms
so then 12 deaths = 1 second so;
Deaths(currentplayer,exactly,2880,pylon);
Createunitat(30,Marine,X,Currentplayer);
SetDeaths(currentplayer,setto,0,pylon);
Preservetrigger();