So I know how to use hyper triggers and death counts. I've already made a test run map and it works fine.
The problem is, in my bound... it seems very un-efficient.
Ex:
Code
Condition:
If Level 1 switch is set
If Death count of X is #
Actions:
Create 1 archon at location
Kill All units for all players at location
If Level 1 switch is set
If Death count of X is #
Actions:
Create 1 archon at location
Kill All units for all players at location
And of course, I have the hyper triggers and the death count with
Code
If < 1 deaths, set to #
Code
If >= 1 deaths, subtract 1
====================
Problem
====================
My problem is, people usually make one long ass list like:
- Actions at square 1
- wait #
- Actions at square 2
- wait #
preserve
Now because I use death counters, I avoided it by making tons of triggers, example:
-If level 1 is switched on
-If death count is at X
Then:
- Create 1 archon, and blow the shit out of everything in that square
I proceed to make a new trigger, totally independant:
-If level 1 is switched on
-If death count is at Y (Y is less than X for clarification)
Then:
- Create 1 archon, and blow the shit out of everything in that square
My problem is I'm going to end up with a ton of various trigger commands.
If you remember the one with waits, it was all compact and nice, but with mine... there will be at least 10+ triggers per round. If I'm going to have a hypothetical 15-20 rounds, thats 150-200 triggers, and probably even more (since I like complicated things). My question is, does anyone know a way to compact my code more effectively? I can't put waits in between, but I don't know how to utilize death counters to make my code more compact and/or use less triggers.
If that is not clear, I'm sorry and I will try to make it more clear. Thanks.
None.







I didn't know he was making a bound.
