I keep reading about these Death Counters, I'm becoming highly interested. At risk of sounding like a noob, if you would elaborate on some basic functions that I could impliment using this process it would be highly appreciated. Thanks for the alternative idea. (My current map is all triggers, the only thing not created by triggers is the start locations.
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Hyper triggers are an inexpressible beautify in maps. Without them your possibilities are narrowly limited.
The main disadvantage to them is that it makes recreational use of the wait action unrecommended as it will break up your map triggers and likely most of your systems. Unless of course you are using it to check all other triggers specifically before continuing.
Deaths on the other hand are almost just as beautiful, and can replace your waits with a little more work. Rather than try and explain them I'll give you a possible application for them.
Say you want to make a King of the Hill game and you wanted to know how many players have units in the "Hill" at any given moment.
[CONDITIONS]
*Player 1 brings at least 1 [men] to "Hill"
*Switch "Player1_unit_in_Hill" is cleared
[ACTIONS]
*Set "Player1_Unit_in_Hill" (Switch)
*Modify deaths for player 8: Add 1 for 'Contestant Counter'
*Preserve trigger
Deaths for player 8 is random, it doesn't really matter as long as it's consistent.
And conversely:
[CONDITIONS]
*Player 1 brings at exactly 0 [men] to "Hill"
*Switch "Player1_unit_in_Hill" is set
[ACTIONS]
*Clear "Player1_Unit_in_Hill" (Switch)
*Modify deaths for player 8: Subtract 1 for 'Contestant Counter'
*Preserve trigger
If we make these triggers for all the different players, than whatever amount of deaths "Contestant Counter" has is the number of people with units in the "Hill". This could come in handy for many different things, as well as possibly allowing you to easily inform the players the status of the Hill, contested, controlled or vacant. Otherwise you would have to write out a trigger for each of the different combinations of player status.
In the same playing field, you could ulitize death counters to make a nice "Gained the lead" system, to inform the players they whether they have gained or lost the lead.
If player 1 has the highest score of custom
And switch "HighestScorePlayer1" is cleared
-----------Then
Set "HighestScorePlayer1"
Preserve Trigger
(Do for all players playing)
Then for our non player computer player 8
Write a trigger for each player who might have the lead, I.E
"GaintheleadPlayer1" is cleared
"HighestScorePlayer1" is set
"HighestScorePlayer2" is cleared
"HighestScorePlayer3" is cleared
"HighestScorePlayer4" is cleared
---------Actions
Set Deaths for Player 8 of "New Lead Counter" to 1
Preserve Trigger
"GaintheleadPlayer2" is cleared
"HighestScorePlayer1" is cleared
"HighestScorePlayer2" is set
"HighestScorePlayer3" is cleared
"HighestScorePlayer4" is cleared
---------Actions
Set Deaths for Player 8 of "New Lead Counter" to 2
Preserve Trigger
ETC ETC.
Also for player 8 and after these triggers:
always
--------then
Clear "HighestScorePlayer1"
Clear "HighestScorePlayer2"
Clear"HighestScorePlayer3"
ETC. ETC.
Preserve
For each player:
Player 8 has suffered exactly 1 deaths of "New Lead Counter"
"GainedtheLeadPLayer1" is cleared
--------Then
Set "GainedtheLeadPlayer1"
Display "You gained the lead"
Play "Goodjobyou'reawesomeeveryonelovesyou.wav"
Player 8 has suffered exactly
2 deaths of "New Lead Counter"
"GainedtheLeadPLayer1" is set
--------Then
Display "You lost the lead"
Play "omgyou'reterrible.wav"
preserve
Wow seems like a lot of work for some dumb display crap but it's a nice effect for a clean map. Note that if people are tied for the lead they both have the greatest score, as this works around that whereas most careless conventional methods would be caught in a loop hole because of this.
The idea is the important part though, using a Death Counter where each number represents a possibility.
Death counters are also useful for things like steps in process. Like an option menu where the counter represents the stage or progression though, you've achieved.
Its like tiberium, the possibilities they're are endless! (Mobius)
I hope this is useful/understandable
Post has been edited 1 time(s), last time on Jun 17 2008, 3:55 pm by Kaias.
None.