Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Patrol Timers?
[SOLVED] Patrol Timers?
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Jan 21 2012, 1:03 am
By: Caedo  

Jan 21 2012, 1:03 am Caedo Post #1



Yeah, because of the infamous wait blocks and glitches that come with too much waits...

- I figured I'd try using a slow unit (probably a reaver) to patrol indefinitely throughout the whole play.
- With the unit patrolling constantly, I'd put several locations to trigger while the unit was patrolling (one direction), then moving the unit back to the starting point after all the triggers are activated.

If anyone can offer some innovations (especially if the unit stops patrolling somehow) to add to this trigger I'd be greatly appreciative.



None.

Jan 21 2012, 1:06 am TiKels Post #2



The system that everyone uses to get around waits and any other sort of timer is Death counts.
I recommend you read this article



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jan 21 2012, 1:07 am DevliN Post #3

OVERWATCH STATUS GO

Might want to check out http://www.staredit.net/starcraft/Death_Counters instead, as it is probably the most efficient way to create custom timers.

EDIT:
Damn you, TiKels! :awesome:



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Jan 21 2012, 6:47 am Caedo Post #4



I was hoping to avoid death counters...
I have the wiki saved somewhere. It was somewhat confusing to me at first, just like hyper triggers used to be though.
I'll give it a shot, but I'd still like to pursue a patrol switch system for other uses...such as random spawns and the like.
And may I say...you guys are ridiculously quick to respond, I appreciate it!



None.

Jan 21 2012, 7:00 am jjf28 Post #5

Cartography Artisan

Don't think of death counters as deaths at all.

If you were to rename a unit "x"... you could say you can add to x, subtract from x, set x, and measure the value of x in conditions, all by sneakily using the "set deaths" action and "deaths" condition!



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jan 21 2012, 7:12 am Caedo Post #6



Not necessarily what I meant... Rather that I'm ignorant when it comes to learning about things I didn't figure out on my own.



None.

Jan 21 2012, 7:21 am Vrael Post #7



Quote from Caedo
I was hoping to avoid death counters...
I have the wiki saved somewhere. It was somewhat confusing to me at first, just like hyper triggers used to be though.
I'll give it a shot, but I'd still like to pursue a patrol switch system for other uses...such as random spawns and the like.
And may I say...you guys are ridiculously quick to respond, I appreciate it!
Learning how to use death counters is as essential to SC1 mapping as understanding what a variable is in any kind of programming. The only difference is that we've stolen Death Counters from the original use blizzard intended them for (counting deaths of a unit) and use them for our own devious purposes (tracking whatever data we need). Once you learn how to use them in triggers you'll kick yourself for not learning it earlier.

Same goes for randomization, switches are typically easier to use than to setup a "physical" system like a reaver patrolling, since sometimes stuff can kill or accidentally remove the reaver.



None.

Jan 21 2012, 10:31 pm Pr0nogo Post #8



What's even better is that death counters can continue working even when wait blocks are in effect.

Trust me. I was vehemently against using death counters until a half-year ago. Now, there's never a map where I don't use them. They're especially good for repetitive spawns (Zerg from Nydus Canals, Protoss from Gateways, etc).




Jan 23 2012, 4:40 am Lanthanide Post #9



DCs are a mapping tool. I'd suggest their utility is about on par with using scmdraft2 over staredit. Sure, staredit can make perfectly good maps, but scmdraft2 can do so much more.

Proper knowledge and use of DCs will likewise transform your maps, or at least significantly cut down on the effort required to achieve many timing-related trigger systems.



None.

Jan 24 2012, 12:39 am Caedo Post #10



I've begun using death counters as of yesterday, not gonna lie... Should have earlier, and I'm already using SCMDraft2. Started with that about a year ago. Combined, my map will be damn sexy when I'm done with it. Just gonna take awhile due to lack of testers in my immediate location.



None.

Jan 24 2012, 12:47 am Raitaki Post #11



You can always ask us to test. It's not like we'd rather get a life or be productive or anything :P

Jokes aside, the SEN community can always test your map(s) and give constructive criticism :3



None.

Jan 24 2012, 4:53 am Caedo Post #12



Once I get a little further along with the gameplay time, and actually put achievable victory, i'll let you know, I am looking for some input on it though.
My Current Project: The Specialists



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