Allright.. Let's do this. I'll show you two ways to have this done. Note: All triggers should be applied to each player, unless I specify otherwise (to save time on that darn trigger copying). So checkmark players 1-8, or force 1, or all players or something..
The trigger for when the quizzer steps onto the beacon (assuming all other players are allies):
Current player brings civ to beacon, set deaths for current player to 2 deaths "unit 1", set deaths for allies to 1 deaths of "unit 1", set deaths of current player to 1 "randomize things!".So now, the quizzer has 2 deaths of a unit, and all quizzees have only 1. You also set the death "randomize things!", I'll come back to that.
Now let's assume you have 1000 questions already. What you need to do, is pick a random question from your list. Here is what the list of your questions will look like. Very simple:
Current player suffers exactly 1 death of "unit 1", All players suffer exactly 0 deaths of "Randomize things!", Current player suffers exactly 1 deaths of "unit 2"
Display Question
Set deaths of current player set to 0 "unit 1", set to 0 "unit 2"This trigger will be shown to the quizzer:
Current player suffers exactly 2 deaths of "unit 1", All players suffer exactly 0 deaths of "Randomize things!", Current player suffers exactly 1 deaths of "unit 2"
Display ANSWER
Set deaths of current player set to 0 "unit 1", set to 0 "unit 2"The DC unit 1, is being used as a "switch" to tell the players that they are being asked a question as a quizzee or quizzer. If the player were a quizzer, they would have their condition be "exactly 2 deaths of 'unit 1'". Now the part that says "exactly 1 deaths of "unit 2", I will be using the deaths of "unit 2" as a number for your question. Since this trigger had the condition of "exactly 1 deaths 'unit 2"', this would be the first question in your series of 1000. If this was the one thousandth question, the condition would be "current player suffered exactly 1000 deaths of 'unit 2'". And as for the deaths of "Randomize things!", I will be using this death in the trigger that randomizes which question will be answered. I want all players to wait until the randomization is OVER before they are asked a question, so I add into the question condition "All players suffer exactly 0 deaths of "Randomize things!". Note: Remember when we stepped onto the beacon? Only one person had a DC set to 1 "randomize things!" death, and that was the quizzer, just wanted to point that out.
Now for the trigger that does that randomizing. There are very very many ways to do this, and depending on how much you are willing to work, you can make your randomization very good, or very bad. NudeRaider's way would work well, but what if you add death counts and you go over 1000? Well then you simply reset the DC's back to 0 and reset the randomization trigger. But that means those last questions will almost never be asked, since the chance of going over 1000 while adding 50 something deaths is much greater than the chance on landing on the nine hundred eighty second trigger.. So what I will show you uses randomizing switches (of course), and will have take a second or two to complete. What I would want to do, is randomize say.. Let's do 4 switches. You will randomize 4 switches when the deaths of "randomize things!" is set, and then you will check to see if every switch is set, if it is play question 1. If it isn't, randomize the switches and play question 2. So if you have 4 switch randomizing, and 14 outcomes, your average time to hit the combination of switches where all switches are set, would be about 14/12's seconds. So everytime the switches are randomized, be sure to add 1 death to "unit 2", so you change which question you are on! Also, on average you will skip 14 questions, and hit about the 15th question after your randomization point. Here are the possible combinations of switches, O is On, and F is Off:
OOOO
OOOF
OOFF
OFFF
FFFF
FFFO
FFOO
FOOO
FOFF
FFOF
FOOF
OFFO
OFOO
OOFO
So once you hit the switch combination of OOOO, set deaths to 0 "randomize things!". It's that simple.
The downside to this system is the 1 second of switches being randomized. In a map I made, I had this many switches being randomized, but I would wait to move on until ALL the combinations had been hit, and it usually takes only 1.5 seconds, no big deal. But if you can't stand waiting 1 second.. Or think the sequence of questions being randomized is too predictable.. Then here is another way (I am only modifying the randomize things triggers, nothing else)! So, here is a way very similar to what NudeRaider described, which is what I recommend.
Option 2:Allright, so instead of randomizing the switches waiting for a certain combination, lets set each of the switches to add a certain number of deaths to "unit 2". What this will do, is add a random number to which question you are on (remember that the question you are on is represented by the DC 'unit 2'?) depending on which switches are cleared or set.
Here is the trigger to start this randomizing process:
Current player suffers exactly 1 death "randomize things!"
Set deaths of current player to 2 deaths of "randomize things"
Randomize switch 1, 2, and 3
Set deaths of "Things are being randomized.." to 4.This trigger simply randomizes the triggers, and then adds 1 death to "randomize things" so that the trigger fires only once. Then it sets 3 deaths to "Things are being randomized..". This will be used in the next couple of triggers:
These triggers will be adding random numbers to "unit 2", meaning it will change which question you are currently on, to a number above that which you are on.
Switch 1 is SET, Deaths of current player at least 4 death of "Things are being randomized.."
Add 1 DC to "unit 2"
Subtract 1 death of "Things are being randomized.."
Switch 1 is CLEARED, Deaths of current player at least 4 death of "Things are being randomized.."
Add 2 DC's to "unit 2"
Subtract 1 death of "Things are being randomized.."Ok, so in this trigger, depending on whether or not switch 1 was set or cleared, we added either 1 or 2 DC's to "unit 2", and then subtracted 1 from "Things are being randomized..". We did this subtraction so either of these 2 triggers fires only once.
Now for switch two..
Switch 2 is SET, Deaths of current player at least 3 death of "Things are being randomized.."
Add 5 DC's to "unit 2"
Subtract 1 death of "Things are being randomized.."
Switch 2 is CLEARED, Deaths of current player at least 3 death of "Things are being randomized.."
Add 10 DC's to "unit 2"
Subtract 1 death of "Things are being randomized.."Now for switch 3..
S
witch 3 is SET, Deaths of current player at least 2 death of "Things are being randomized.."
Add 20 DC's to "unit 2"
Subtract 1 death of "Things are being randomized.."
Switch 0 is CLEARED, Deaths of current player at least 2 death of "Things are being randomized.."
Add 0 DC's to "unit 2"
Subtract 1 death of "Things are being randomized.."And there you have it! You just added a bunch of random amounts to the DC of "unit 2", switching which question you are on quite effectively. Notice that for switch 3, I allowed it to add 0 deaths to "unit 2", this way, when the switches are randomized, you have a chance to skip only a few questions as well as a chance to skip 20, just to make the amounts of DC's you can have vary from small to large.
Once all these switches are done adding deaths, you will have have 1 DC left over of "Things are being randomized..". So that means, whenever you have exactly 1 death of "Things are being randomized..", you will know the DC of "unit 2" has been randomized.
Here is the trigger to let the players know that the randomization is over:
Current player suffers exactly 1 death of "randomize things!", Current player suffers exactly 1 deaths of "Things are being randomized.."
Set deaths to 0 "randomize things!"
Set deaths to 0 "Things are being randomized.."And now your question will be asked!
All you need to do from here is add some sort of delay, like a countdown timer, until the next question can picked. Once the countdown timer is done, and when the quizzer walks onto the beacon, just remember this trigger:
Current player brings civ to beacon
Set deaths for current player to 2 deaths "unit 1", set deaths for allies to 1 deaths of "unit 1", set deaths of current player to 1 "randomize things!"But you should modify this to:
Current player brings civ to beacon, Countdown timer at most 0
Set deaths for current player to 2 deaths "unit 1", set deaths for allies to 1 deaths of "unit 1", set deaths of current player to 1 "randomize things!"Now in the trigger of:
Current player suffers exactly 1 death of "randomize things!", Current player suffers exactly 1 deaths of "Things are being randomized.."
Set deaths to 0 "randomize things!"
Set deaths to 0 "Things are being randomized.."Remember this one? The one that fires when the switches are done randomizing? Well in this trigger, set the countdown timer to something like 120 seconds. That way the quizzer must wait at least 120 seconds until the next question will be asked.
If you want to, change the randomization triggers like below. You can change the amount of DC's added until you find something you like. Another example:
Switch 1: Add 1 or 2
Switch 2: Add 4 or 8
Switch 3: Add 16 or 32
Switch 4: Add 64 or 0
Tweak the amounts until you find something you like. I suggest keeping these ones, as these numbers will allow you less anticipatable outcomes.
And for the last trigger......
If current player suffers at least 1001 deaths of "unit 2"
Set deaths to 0 current player
Set deaths (set the proper deaths so that the switches randomize again)Just for when you go over the 1000th question.
Good Luck!
[Edit]..I was thinking, you can never hit any questions in the list with the DC of 21 or lower.. This is actually rather simple to solve. Start your FIRST question as the 22nd question. Now have a trigger like this:
Current player suffers at least 1 death of "unit 2", current player suffers at most 21 deaths of "unit 2"
Set deaths of current player to 22 deaths of "unit 2"Now, you have a chance to hit ANY question on your list of 1000 questions. And just a reminder, if you use this trigger, your last question should end on 1022 deaths of "unit 2"
Good Luck!
Post has been edited 2 time(s), last time on Jul 18 2009, 6:30 pm by CecilSunkure.
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