Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: What is the best system for keeping a counter
What is the best system for keeping a counter
May 21 2009, 1:10 am
By: m.0.n.3.y  

May 21 2009, 1:10 am m.0.n.3.y Post #1



Ok so I'm wondering which method is best used to keep track of something (count something) or act as a counter. Is it using units at a location or a deaths counter: EX: which of the following methods is the most accurate (will create units every 9 seconds most efficiently)

Players: 7
Conditions: Player 7 commands exactly 1 Benglas(Jungle)
Actions: Create exactly 5 FireBats at location "FireBats Here"
Wait 9000 milliseconds
Preserve Trigger

OR

Players: 7
Conditions: Player 7 suffers exactly 1 deaths of Benglas(Jungle)
Actions: Create exactly 5 FireBats at location "FireBats Here"
Wait 9000 milliseconds
Preserve Trigger

Which of these methods will ACTUALLY CREATE FireBats every 9 seconds? And which will do it more efficiently?
Does it even matter which system I use? Is there a better system? Help me out please, thanks!



None.

May 21 2009, 1:12 am ForTheSwarm Post #2



They are both equally accurate and will both work, but the second one is more efficient. A better system would use a running death counter, to avoid wait blocks.



None.

May 21 2009, 1:14 am m.0.n.3.y Post #3



Quote from ForTheSwarm
They are both equally accurate and will both work, but the second one is more efficient. A better system would use a running death counter, to avoid wait blocks.
K thanks, and by a running death counter do you mean having units patrol an area, and when the units hits a certain location it spawns units?
Or what exactly do you mean? Ty



None.

May 21 2009, 1:17 am FatalException Post #4



I'd use a death counter of a unit that you know will never be used, just to save space and make sure there's no way to mess with it. Also, like ForTheSwarm said, consider using death count timers as well, also with a unit that you know will never be used. A tutorial on how to use death counts can be found in the wiki here.



None.

May 21 2009, 1:40 am Pyro682 Post #5



A running death counter is basically a death count timer. There's a DC that is always Added/Subtracted by 1. Then, When that value reaches your desired max/minimum, it starts over. Then, you remove the Wait, and Just add the condition that the DC reaches a desired value on the DC Timer.



None.

May 21 2009, 1:40 am xYoshix Post #6



I think the second option is more efficient. Rapid Creation/Removing of units result in some lag if I'm not mistaken.



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May 21 2009, 2:21 am m.0.n.3.y Post #7



Thanks to all you guys, I learned a great deal of information from this and it has really helped out the Default Spawn timing of my games, Thanks guys, and look for the meh new map im working on to come out in Beta soon (uses death counters now) System Strike [LW]



None.

May 21 2009, 4:54 am Falkoner Post #8



Yeah, Death Counts are much more efficient, take up absolutely no space, and cause much less lag, not to mention you have thousands of them to choose from, so if you have a lot of counters going to high numbers, they are really your only option :-_-:



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