Hello.
This is my first serious attempt at a map making project, and as I have begun working on it I realized how in over my head I was. A friend redirected me here, and now I will be bombarding you with dozens of questions. (thanks in advance btw) This will be my first attempt at using death counters, and I am wondering if there has ever been a table put together for the number of each unit killed needed to equate to a certain time. Specifically in the 5000 millisecond range.
Thanks.
None.
Typically, when you use death counters you don't have an actual death of a unit occur. You can use actions to modify (add, subtract, set) the death counters manually. With hyper triggers you can loop a trigger modifying death counters and you will be able to get about 12 loops a second.
I'll assume you know how to use hyper triggers so I'll just post the triggers of death count timers.
Conditions:
- Always
Actions:
- Modify death counts for Current Player: Add 1 for (Unused Unit)
- Preserve Trigger
Conditions:
- Current Player has suffered at least 60* deaths of (Unused Unit)
Actions:
- Modify death counters for Current Player: Subtract 60 for (Unused Unit)
- (Actions you want)
- Preserve Trigger
*Since you wanted 5 seconds, it will be 60 death counters (5 x 12 = 60)
These triggers will be a loop, meaning they will constantly run the actions again. If you only want the actions to run once, you can just take off the preserve trigger on the second trigger.
An artist's depiction of an Extended Unit Death
It just so happens that there is a tutorial explaining the uses of death counters.
Death Counter TutorialAs for your question directly, 12 cycled deaths = 1 second (or close enough). Fwop's triggers show the setup for 5 seconds, or 5000ms.
Check the tutorials before you post future questions, please.
UMS Mapping TutorialsEdit: My bad... I guess we're supposed to look at the wiki, now.
Wiki Mapping Tutorials
Post has been edited 1 time(s), last time on Sep 20 2008, 5:45 am by Roy.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
As for the table put this formula into any math program to get a nice table:
deaths = ( time to wait ) / ( 0.084s )
Be aware 'deaths' must be an integer value and cannot be negative.
This is for real time values (like the ones used in waits).
If you want to synch to the game despite lag or gamespeed measure 'time to wait' in game seconds and use this formula:
deaths = ( time to wait ) / ( 0.125s )
Instead of making a thread for each question, try turning this one into your question thread. We're pretty good with answers.
In anycase, there is a ton to be learned from the tutorials and wiki. Also try some of the references in the stickied thread.
None.