More Switches
Jun 28 2008, 6:01 pm
By: Open.14  

Jul 1 2008, 4:19 am Dem0n Post #21

ᕕ( ᐛ )ᕗ

Yeah death counters are better than switches.




Jul 1 2008, 5:20 am Kaias Post #22



Except that you can't randomize death counters



None.

Jul 1 2008, 5:56 am Falkoner Post #23



Okay man, you definitely are not using those switches efficiently, I see no reason to ever use that many, I would definitely switch to Death Counts, they allow you to use one death count for the same variable that differs for each player, and since there are over 200 units, and 8 players that can effectively use Deaths, that gives you about 1600 variables to work with :) Not to mention you can have more than 0 or 1 as values on them, so if you needed more you could use different numbers to represent different things.



None.

Jul 1 2008, 6:09 am rockz Post #24

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Kaias
Except that you can't randomize death counters
That's why I use 1 switch occasionally.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 1 2008, 4:48 pm Falkoner Post #25



Yeah, in the Switches tutorial on my website is shows a method of randomizing death counts that allows you to get as many outcomes as you want(in binary powers) as you want, only using 1 switch.



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Jul 1 2008, 5:11 pm Axii Post #26



Dont switches take up your String limit too?



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Jul 1 2008, 5:22 pm Falkoner Post #27



Their names, that's all, and most compressions will make them null, so they actually end up taking no space at all. Of course, unless you do not rename your death counts, they also take up space, and compressors do not make those null.



None.

Jul 1 2008, 5:40 pm rockz Post #28

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Falkoner
Their names, that's all, and most compressions will make them null, so they actually end up taking no space at all. Of course, unless you do not rename your death counts, they also take up space, and compressors do not make those null.
Only noobs rename death counts.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 2 2008, 5:09 am Falkoner Post #29



Quote
Only noobs rename death counts.

Woops :P

I donno, I find it makes it a bit easier, and I always change them all back when I'm done :)



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Jul 2 2008, 10:47 am Ahli Post #30

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I rename them if I don't want to have a big list next to me.
That is getting hard when you have about 20 dcs... :ermm:




Jul 3 2008, 2:05 am Jimroy Post #31



Quote from rockz
Quote from Falkoner
Their names, that's all, and most compressions will make them null, so they actually end up taking no space at all. Of course, unless you do not rename your death counts, they also take up space, and compressors do not make those null.
Only noobs rename death counts.
Reminds me of people who think only noobs name their variables longer than 1 letter.



None.

Jul 3 2008, 4:45 am Esponeo Post #32



Quote
The real solution is to change your trigger system so that it does not require so many switches. What in your map requires over two hundred switches?
DTBK said it plainly on the last page. Until the guy who started this thread comes back and explains what he's trying to do so we can help him come up with a more efficient system, anything else anyone posts in this thread is just spam.



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Jul 4 2008, 6:35 pm Open.14 Post #33



Wow... I guess DC R more effective... its too late now but i'll start using em since ive already used all my switchs. thx guys...



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[05:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[05:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[05:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
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