Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Death Counter Timer
Death Counter Timer
Jun 16 2017, 8:18 pm
By: Mimose  

Jun 16 2017, 8:18 pm Mimose Post #1



Heyhey,

i just read the wiki article about Death Counter based timer which is really nice!
But i have some questions about it:
1. Has the Player who is getting the timer to be "Neutral"?
2. In wiki the condition for setting the desired amount is "Never" .... O_o?! (Could i replace it instead with "...death is 0"?)
3. Do i need to use substract only? Or could I start from 0 and adding values?
3a. I tried "add" and resetting on value 10 - It was about 15-16 seconds till a new loop startet - In wiki is written: "If you are using hyper triggers on fastest, the counter will change 12 times per real-time second" - how do those difference could be? has it to do with 1. and 3.? (I'm using 4x62 "Wait for 0 ms" hypers on same player who has the timer-trigger)

Thanks in advance :teehee:


Edit:
Testet it now with substracting values from a starting value of 120
When im using it on Player 6 (the one with hypers and nothing else) It took about 1 or 2 minutes till a new loop started (sry i didnt take the time, but surely it was a lot longer than 10 sec.)
Changing the triggers to Neutral did not work at all...

Edit2: reading through the FAQ "PLAYERS 9, 10, 11, and 12" makes it clear why it doesnt work for neutral, im just curious why its written that way in the wiki :)

Post has been edited 2 time(s), last time on Jun 16 2017, 9:06 pm by Mimose.



None.

Jun 17 2017, 1:47 am theskinsurf Post #2



I always put my hypers on All Players and don't use any other mode of waits in my maps.



Current project: Star Rogue
Other projects: Triumvirate Defense, Skirmish Islands

Jun 17 2017, 1:35 pm LoveLess Post #3

Let me show you how to hump without making love.

Quote from Mimose
1. Has the Player who is getting the timer to be "Neutral"?
2. In wiki the condition for setting the desired amount is "Never" .... O_o?! (Could i replace it instead with "...death is 0"?)
I believe both of these are placeholders, set the player to anything you want instead of neutral. Just remember that if the player is not there, the triggers he owns will be ignored. This applies to neutral players as well, since there is no player/computer, their triggers do no operate.
Quote from Mimose
3. Do i need to use substract only? Or could I start from 0 and adding values?
Using 0 as the end for timers is generally a good idea if you ever decide to increase how long that specific timer goes for by simply changing the amount you add.
Quote from Mimose
3a. I tried "add" and resetting on value 10 - It was about 15-16 seconds till a new loop startet - In wiki is written: "If you are using hyper triggers on fastest, the counter will change 12 times per real-time second" - how do those difference could be? has it to do with 1. and 3.? (I'm using 4x62 "Wait for 0 ms" hypers on same player who has the timer-trigger)
Hm, and your hypers are preserved of course?
Reset Timer
Players

  • Player 1
  • Conditions

  • Deaths for Player 1 Terran Marine are exactly 0
  • Actions

  • Preserve Trigger
  • Deaths for Player 1 Terran Marine Set to 120
  • Effect you want to happen every 10 seconds


  • Countdown Timer
    Players

  • Player 1
  • Conditions

  • Deaths for Player 1 Terran Marine are at least 1
  • Actions

  • Preserve Trigger
  • Deaths for Player 1 Terran Marine subtract 1


  • Those two triggers will give you a 10-second timer, roughly. If you want to get more exact, do 12.6(?) deaths and multiply it by the amount of seconds you want. Then remove anything after the decimal or round it up, etc.



    None.

    Jun 17 2017, 2:58 pm Azrael Post #4



    Quote from LoveLess
    If you want to get more exact, do 12.6(?)
    11.9 (or 1000/84, to be perfectly exact).




    Jun 17 2017, 3:31 pm Mimose Post #5



    Quote from LoveLess
    Hm, and your hypers are preserved of course?
    I checked it to be sure but yes they are preserved (thats why there are only 62 wait-triggers in one triggerblock ;))
    This is what my triggers look like:
    Reset Timer
    Players

  • Player 6
  • Conditions

  • Current Player has suffered at most 1 death of Timer.
  • Actions

  • Preserve Trigger
  • Modify death counts for Current Player: Set to 120 for Timer.
  • Create 1 Artanis (Scout) at 'P7Tower' for Player 7.


  • Countdown Timer
    Players

  • Player 6
  • Conditions

  • Always
  • Actions

  • Preserve Trigger
  • Modify death counts for Current Player: Substract 1 for Timer.


  • I measured with the countdowntimer which is running there for other purposes and the Trigger looped after 195 Countdowntimer-seconds...
    In case you want to check this out for yourself i attached the map. (Make sure to go into Force "Commander" (Pl 7) before starting the map.)

    Edit:
    To check if those deathcounter based timers really work i made a brand new map...and well there it worked really fine, i guess those issues have to do something with my map :><: ... ill check triggers tomorrow and will share the results

    Edit2:
    *doh* Im sorry, im dumb again - There where wait triggers for the leaderboard. Because they did belong to all players some waitblocks occured. Fixing it was quite eazy.

    I <3 Dathcounter timers :)


    But another question just for interests:
    The wiki says its possible to adjust the deathcounter so that it fits to the Countdown-Timer - how could that be done? I imagine a system of two Deathtimers would work ?!

    Attachments:
    Medieval SF 0.2.scx
    Hits: 2 Size: 145.05kb

    Post has been edited 2 time(s), last time on Jun 18 2017, 7:57 am by Mimose.



    None.

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    [2026-7-18. : 2:27 am]
    Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
    [2026-7-17. : 2:58 pm]
    Ultraviolet -- Symmetry
    Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
    fr fr
    [2026-7-17. : 2:39 am]
    Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
    [2026-7-16. : 6:28 am]
    NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
    [2026-7-16. : 6:26 am]
    NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
    [2026-7-16. : 6:25 am]
    NudeRaider -- Symmetry
    Symmetry shouted: Ohhh imagine a SC map that could delete itself
    not the map, the editor
    [2026-7-16. : 2:28 am]
    Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
    [2026-7-16. : 2:28 am]
    Symmetry -- Ohhh imagine a SC map that could delete itself
    [2026-7-15. : 8:51 pm]
    NudeRaider -- Symmetry
    Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
    yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
    [2026-7-15. : 4:10 am]
    Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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