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Taking StarCraft Map Making to the Limit!
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Funny, I thought of the exact same thing today, except instead I decided that it would use the actual countdown timer, simply pause the timer, then using death counts, add 1 second every 8 deaths.(with hypers)
This post was edited 1 time, last edit by Falkoner: Jun 17 2008, 4:50 am.
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Omg got a title!
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Heh I also used to do that a lot of time ago, but using the old Wait 1000 ms method instead ![]() ![]() ![]() ![]() ![]() ![]() _______________
G T C A A G T C \__________________________ C A G U···/ŻŻŻŻ\ A G T C G A G A T C A G T ··········\____/ T C A G C T C T A G T C A C A G T T C A G /ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Was anyone missing my DNA signature? |
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TRANSLATION: Trigger("Player 1"){ Conditions: Always(); Actions: Pause Timer(); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Player 1"){ Conditions: Deaths("Player 1", "Cantina", Exactly, 8); Actions: Set Countdown Timer(Add, 1); Set Deaths("Player 1", "Cantina", Set To, 0); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Player 1"){ Conditions: Always(); Actions: Set Deaths("Player 1", "Cantina", Add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// (Don't forget to use these triggers in conjunction with Hyper Triggers) So old school. I remember seeing maps, that were created along time ago, with the 1000 ms to 100 ms and even 1 ms hyper triggers. :D Makes us all stop and thing of how much we have grown. This post was edited 1 time, last edit by Brontobyte: Jun 29 2008, 2:25 am. Reason given: Forgot something. :D
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Taking StarCraft Map Making to the Limit!
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Heh I also used to do that a lot of time ago, but using the old Wait 1000 ms method instead Yeah, I thought about that at first, and then I realized that since waits run separate from the game speed, the timer would always run the same speed, no matter what gamespeed, which I guess is what you might want in some cases, not in mine though, so death counts worked the best since their speed increases and decreases with the game speed. |
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play an accordion... go to jail
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The leaderboard in both SP and MP updates every second (every 12 trigger cycles for fastest, every 3 for slowest), so you wouldn't be able to do anything faster than that. You could go slower, though it would probably have to be in multiples of 1 second, because the leaderboard refreshes all at once once per second, and not as the scores change.
It's also impossible to refresh the leaderboard by redisplaying it every trigger cycle. It will only refresh at the same once per second. It must be tied to whatever's driving the "elapsed game seconds" timer and the waits. I'm assuming that a millisecond timer is begun with every game, and waits/elapsed time are calculated against that timer. Or maybe it works off the system time? Anyone know? ![]() ![]() ![]() ![]() ![]() ![]() |
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This IS Different
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I've seen this in a puzzle map by, I think, urmom. ![]() ![]() ![]() ![]() ![]() ![]() ![]() FALKON KICK |