Staredit Network

Staredit Network -> Concepts -> Death Timers
Report, edit, etc...Posted by Staredit.Net Essence on 2005-01-23 at 16:46:41
i thought of this a couple days ago, and i think it makes those "Wait trigger bugs" go away (such as adding time to other actions/triggers, slowing triggers down, not timing right at all)
basically, you amke a couple hyper triggers and another trigger that reduces the deaths of whatever units by 1 and preserve (youll need to set them to a set amount of deaths and make it loop when it hits 0)
so your triggers could be like:

Conditions: Death Counter for UnusedZergBldg5 is at 50.
Actions: Display Text Message "All your mom are belong to me."

Conditions: Death Counter for UnusedZergBldg5 is at 49
Actions: Display Test message "All your dad are belong to you."

and so on..

this will most likely eliminate any Wait trigger errors, but it takes incredibly longer to do.
Report, edit, etc...Posted by Nozomu on 2005-01-23 at 16:57:28
People have been doing this since map editing began. I usually do use transmissions with 0 wait time and add to a death counter that has to be at 0 before more text can show up.
Report, edit, etc...Posted by chuiu on 2005-01-23 at 18:06:17
Yeah, matter of fact to make thing simpler on me when im adding hypers, I add them for all players. Then I use deaths, custom score, and resources as a custom counter for all waits I need.
Report, edit, etc...Posted by Mp)3 on 2005-01-23 at 18:09:23
Where have you been lately??
Report, edit, etc...Posted by Staredit.Net Essence on 2005-01-23 at 18:42:07
I already do this. I once made a test map that detects your game speed through this mthod, and then it loops a sound based on the result, so no waits are used. (except to stop the timer the first time)
Report, edit, etc...Posted by Tdnfthe1 on 2005-01-23 at 19:36:58
QUOTE(Zerg Playing Dead @ Jan 23 2005, 05:42 PM)
I already do this.  I once made a test map that detects your game speed through this mthod, and then it loops a sound based on the result, so no waits are used. (except to stop the timer the first time)
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Amazing... i still dont know this trick, or how to use it. Can you explain it a lil better, because being able to not rely on wait triggers would pwn, i could do alot more with my maps.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-01-23 at 20:10:10
Well, it has hyper triggers. It sttarts with a trigger that adds one death count, and then has preserve trigegr. It does this for I thnik 6000 miliseconds, i forget now. After that, it stops the switch which has the deathcounts going. Then, if it has, I think it was 14 deaths, you are on speed slowest, and it was like 54 for fastest, and I tested for all the inbetweens. Then, it has another counter going the asme way as the first. It has a switch, so that if it detected slowest, it would restart the wav after a certain amount of deathcounts. If it was fast, it would have that switch set and it would restart the wav after a different amount of deathcounts. So now, no waits from music looping trigegrs are there to mess up other triggers.

Let me find the map.

http://www.staredit.net/index.php?download=1885

Trigergs are a bit messy, and there's a lot of otehr stuff in there, but I wasn't going to make separate maps for each concept, and some of them were used from other people in order to make the additions work.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-24 at 00:31:34
QUOTE(DistortGiygas @ Jan 23 2005, 03:46 PM)
i thought of this a couple days ago, and i think it makes those "Wait trigger bugs" go away (such as adding time to other actions/triggers, slowing triggers down, not timing right at all)
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It's not a bug.
Report, edit, etc...Posted by Oo.SOLAR.oO on 2005-01-24 at 23:26:30
I also found another way to keep time, without wait triggers. Having a unit, preferrably invisible patrolling back and fourth, whenever it reaches one end it adds a mineral, and once the total reaches X then it restarts. You could have triggers that instead of saying conditions always, you could say conditions being player 8 has 2 minerals, so every time the player has 2 minerals, the trigger happens. smile.gif

Edit : This could be a really great way to make many things happen constantly, without waits even interfering with eachother.
Report, edit, etc...Posted by axblader on 2005-01-25 at 00:00:03
i done that.....for the music. the problem is...you cant have too much. or else no space. plus you really have to have perfect timing to make it good. like if you make a clickly game(for example) and you have to click every 3 seconds...you wouldnt want the game to sometimes go 3 or 4 seconds cause it would mess em up.

anyways...thats probably the best way to work without messing anything up.

also on my other post some1 said you can put a wait on a unsude computer, though, then you can onky have 1 trigger in ther with a long wait and it wastes a slot. and too bad you cant use the trigers for player 9-infinity! ranting.gif

and shoot...my defense has problem...it seems if the timmngi is wrong it doesn play at all! hm? helpsmilie.gif
uh oh. but i think i can fix it but i have to go back to xtra(losing everything i did on forge) to do triggers efefectivly...lol
oh well...this isnt my first time(liek 10th time gonig bcak and redoing)

but i got a new idea heheheheheh!

awww shoot i forgot! i keep forgeting stuff to day! i think it was about using switched for a backup(incase something goes wrong) or sumhting.
Report, edit, etc...Posted by Revelade on 2005-01-25 at 19:58:58
QUOTE(Oo.SOLAR.oO @ Jan 24 2005, 11:26 PM)
I also found another way to keep time, without wait triggers. Having a unit, preferrably invisible patrolling back and fourth, whenever it reaches one end it adds a mineral, and once the total reaches X then it restarts. You could have triggers that instead of saying conditions always, you could say conditions being player 8 has 2 minerals, so every time the player has 2 minerals, the trigger happ... (trimmed)
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The best method would be to create a terran building, preferably a missile turret and set the hp to a percent so that it is on fire (5% or lower), Every time it dies, create a new one, and either add or remove a death count depending on what you need. Of course to tweak this, you just need to change the percent or hp of the turret.
Report, edit, etc...Posted by axblader on 2005-01-25 at 20:34:16
holy! i never thought of that! thats cool...but youd have to like time it...
and it can be only for short times unless you set ur hp to like 1 million =)
Report, edit, etc...Posted by Staredit.Net Essence on 2005-01-25 at 20:50:23
The only problem with that is the turret will burn at a different rate at different game speeds, so the timing could be thrown off. It depends if you want the system to proportionally run the same way with all game speeds, like with the burning turret, or if you awnt it to always be the same speed, which is used for things like music looping.
Report, edit, etc...Posted by Nozomu on 2005-01-25 at 21:19:19
Actually, I've found that even trigger speeds are somehow affected by game speed. I used death counters to loop music in my demo map (you can dl in my sig) and if you play it on a speed other than fastest there's a gap between the replaying of the sound files. I know it goes against all other evidence, but it's the biggest problem I've run into when looping music w/ death counters.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-25 at 21:32:37
QUOTE(Nozomu @ Jan 25 2005, 08:19 PM)
Actually, I've found that even trigger speeds are somehow affected by game speed.  I used death counters to loop music in my demo map (you can dl in my sig) and if you play it on a speed other than fastest there's a gap between the replaying of the sound files.  I know it goes against all other evidence, but it's the biggest problem I've run into when looping music w/ death counter... (trimmed)
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I think the leanth of the "two second wait (neo)" varies depending on the game speed. Could this be effecting your results nozomu?
Report, edit, etc...Posted by Nozomu on 2005-01-26 at 00:36:55
I have hyper triggers, so it shouldn't.
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