Staredit Network

Staredit Network -> UMS Assistance -> Scoreboard Change
Report, edit, etc...Posted by Zack- on 2007-02-04 at 21:03:25
i want scoreboard to show, dodge time...how long a person has been dodging and points scored, how many times current player has reached the end.

how would i go about doing this?
Report, edit, etc...Posted by Oo.l3ahamut.oO on 2007-02-04 at 21:49:43
QUOTE(Zack- @ Feb 4 2007, 09:03 PM)
i want scoreboard to show, dodge time...how long a person has been dodging and points scored, how many times current player has reached the end.

how would i go about doing this?
[right][snapback]623363[/snapback][/right]


Well basically to show each of the leaderboards

Trigger
Conditions:
¤ Always
Actions:
¤ Show Leaderboard of X for Currentplayer display [Elapsed Dodge Time]
¤ wait 3000-5000ms
¤ show leaderboard of Y for currentplayer display [Points Scored]
¤ wait 3000-5000ms


That will cycle through the leadboards.
and... If you want to show how many times they have reached the end just add a action to add 1 to whatever score you are using for that.

As far as elapsed dodge time... if you are using regular time (no hyper triggers) you will want to so this...

Conditons:
Computer Player brings at most 0 to location X (location centered on players unit)
Switch 1 is cleared
Actions:
Add 1 to dodge time
wait 1000ms
Set Switch 1
preserve

Conditions:
Computer Player brings at most 0 to location x
Switch 1 is set
Actions:
Add 1 to dodge time
wait 1000ms
clear switch 1
preserve

Report, edit, etc...Posted by PCFredZ on 2007-02-04 at 22:33:40
QUOTE(Oo.l3ahamut.oO @ Feb 4 2007, 08:49 PM)
Well basically to show each of the leaderboards



Trigger
Conditions:
¤ Always
Actions:
¤ Show Leaderboard of X for Currentplayer display [Elapsed Dodge Time]
¤ wait 3000-5000ms
¤ show leaderboard of Y for currentplayer display [Points Scored]
¤ wait 3000-5000ms


That will cycle through the leadboards.
and... If you want to show how many times they have reached the end just add a action to add 1 to whatever score you are using for that.

As far as elapsed dodge time... if you are using regular time (no hyper triggers) you will want to so this...

Conditons:
Computer Player brings at most 0 to location X (location centered on players unit)
Switch 1 is cleared
Actions:
Add 1 to dodge time
wait 1000ms
Set Switch 1
preserve

Conditions:
Computer Player brings at most 0 to location x
Switch 1 is set
Actions:
Add 1 to dodge time
wait 1000ms
clear switch 1
preserve
[right][snapback]623382[/snapback][/right]

Then you'll end up with a gigantic wait block.
Report, edit, etc...Posted by Fwop_ on 2007-02-05 at 00:02:53
Like what PCFredZ said. People should really just get into the habit of using death counter timers. They are much friendlier.
Report, edit, etc...Posted by Oo.l3ahamut.oO on 2007-02-05 at 13:01:33
QUOTE(Fwop_ @ Feb 5 2007, 12:02 AM)
Like what PCFredZ said.  People should really just get into the habit of using death counter timers.  They are much friendlier.
[right][snapback]623416[/snapback][/right]


Actually Im not sure that would work after thinking about it. The waits would be ineffective cause it would still take 2 seconds to act in between.
Report, edit, etc...Posted by Kupo on 2007-02-05 at 14:44:52
QUOTE(PCFredZ @ Feb 4 2007, 07:33 PM)
Then you'll end up with a gigantic wait block.
[right][snapback]623395[/snapback][/right]


basically the same concept.

but have a trigger that is always adding death counters.

with hypers every 12 death counters = 1 second.

so you can have 3 seperate triggers without the hassle of wait blocks.
Report, edit, etc...Posted by T-a-r-g-e-t on 2007-02-08 at 07:45:30
yes, you should take the advice about using death counters instead of waits. this is how i would trigger it;

First of all, I renamed an unused unit to Timer

TRIGGER 1

Players
Computer player
Conditions
If deaths of Timer for current player is at most 11
Actions
Add 1 death of Timer for current player
Preserve trigger

TRIGGER 2

Players
Computer player
Conditions
If deaths of Timer for current player is at least 12
Actions
Set to 0 deaths of Timer for current player
Preserve trigger

TRIGGER 3

Players
Human Players
Conditions
If deaths of Timer for computer player is at most 5
Actions
Show leaderboard type 1
Preserve trigger

TRIGGER 4

Players
Human Players
Conditions
If deaths of Timer for computer player is at least 6
Actions
Show leaderboard type 2
Preserve trigger

IF YOU ARE USING HYPER TRIGGERS, YOU SHOULD INCREASE THE FIGURES FOR THE DEATH COUNTER BY ABOUT 10 TIMES. 11.8 TIMES IF YOU WANT TO GET TECHNICAL.
Next Page (1)