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

Jun 28 2008, 6:01 pm Open.14 Post #1



I'm having trouble with one of my new maps im making... I have already used all 256 switchs! Is there a way to get more switchs to use? Like say, 500?



None.

Jun 28 2008, 6:02 pm Morphling Post #2



Just use death counters.Use 0 deaths as cleared and 1 death as set.

Edit: Why would you need more than 255 switches?



None.

Jun 28 2008, 6:04 pm Open.14 Post #3



So there is no way of getting more switchs? That sucks... how do i do that death thing ur talkin about?



None.

Jun 28 2008, 6:05 pm Morphling Post #4



Do you want randomization or just switches?



None.

Jun 28 2008, 6:05 pm Open.14 Post #5



Just switchs...



None.

Jun 28 2008, 6:11 pm Morphling Post #6



Here is a tutorial. Death Counters



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Jun 28 2008, 6:15 pm Open.14 Post #7



Arg! dont want randomization, i was just wondering if there is a way to get more than 256 switchs besides recycling... guess not...



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Jun 28 2008, 6:22 pm Morphling Post #8



Just set deaths of a unit that you don't use in your map. If you set death to zero then it is representing cleared and if you set death to one then it is representing set.



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Jun 28 2008, 6:25 pm Open.14 Post #9



Ok, i will try it............. Siiigh... I wish there were more updates/programs/add-ons out there for SC.... Especailly for my case.



None.

Jun 28 2008, 6:25 pm Morphling Post #10



What kind of map takes over 500 switches?



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Jun 28 2008, 6:33 pm Open.14 Post #11



MINE



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Jun 28 2008, 11:11 pm Kaias Post #12



Wow, that you used 256 switches is one thing, but that you think you might need 500 is another.

For one thing, I guessing you have an inefficient system, to need so many. In my experience, the systems that require the most switches, are the ones most benefit from death counters.

If you could give us an example of whats taking up all your switches, we could come up with the best way to minimize the need. As it is, I'm sure you are using way more than you need to. Sorry, I'm not giving you the benefit of the doubt.



None.

Jun 29 2008, 4:32 am Gigins Post #13



Switches are a bad choice, they can't be assigned to player, so you can't use the "current player" to reduce the trigger work. Also there are only 2 volumes for a switch. With a single death counter(DC) you can replace 8-limitless switches depending on the situation. DC is the choice if you know your stuff.



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Jun 29 2008, 4:18 pm rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

One death counter can also store 31 bits, or switches. IE, 0 means that nothing is on, 1 means "switch" 1 is on, 2 means "switch" 2 is on, 3 means "switch" 1 and 2 are both on, 4 means "switch" 3 is on, etc...

You can probably double that with negative deaths, and multiply that by 8 to give 248 "switches" in one death counter.



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

Jun 29 2008, 5:34 pm DT_Battlekruser Post #15



Quote
You can probably double that with negative deaths

No, signed or not, a death count is still 32 bits, so you can have 32 switches.



None.

Jun 29 2008, 6:22 pm rockz Post #16

ᴄʜᴇᴇsᴇ ɪᴛ!

whoops, forgot me math...



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

Jun 29 2008, 7:23 pm y10k Post #17



Quote from rockz
One death counter can also store 31 bits, or switches. IE, 0 means that nothing is on, 1 means "switch" 1 is on, 2 means "switch" 2 is on, 3 means "switch" 1 and 2 are both on, 4 means "switch" 3 is on, etc...

You can probably double that with negative deaths, and multiply that by 8 to give 248 "switches" in one death counter.

And how do you plan to check or modify them?
Like sw3 is being checked, it might look like this:
DC = 100
DC = 101
DC = 110
DC = 111
And required conditions are being doubled after each "extra switch" -_-.



None.

Jun 29 2008, 10:14 pm rockz Post #18

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from y10k
And how do you plan to check or modify them?
Like sw3 is being checked, it might look like this:
DC = 100
DC = 101
DC = 110
DC = 111
And required conditions are being doubled after each "extra switch" -_-.
For one, you might try binary countoffs, and check the biggest switch first. It requires fancy ordering of triggers, but is entirely possible. You'll note that switch 3 is at least 100 if you don't use more than 3 switches. I can't think of any better way, as any way to get all 31/2 switches would require binary countoffs anyway. That also means you'd need a storage DC, unfortunately. Nobody could possibly use all the death counters and switches anyway, so I can't see someone actually using all 31/2 bits in a single death counter. It's woefully inefficient.



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

Jun 30 2008, 2:19 am DT_Battlekruser Post #19



Yes, but it's also the only way if you really, really need that many booleans :P

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?




None.

Jun 30 2008, 2:31 am rockz Post #20

ᴄʜᴇᴇsᴇ ɪᴛ!

The most I ever use in a map is one switch, lol.



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

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