Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Bound: Waits or Death Counters?
Bound: Waits or Death Counters?
May 12 2010, 4:07 am
By: mapping4joy  
Polls
What method do you prefer when making a bound?
What method do you prefer when making a bound?
Answer Votes Percentage % Voters
Death Counters 7
 
64%
Waits 4
 
37%
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Poll has 11 votes. You can vote for at most 1 option(s).

May 12 2010, 4:07 am mapping4joy Post #1



I can't decide on whether I should use death counters or waits to create my bound. What are the pros and cons of each and what do you guys usually use?



None.

May 12 2010, 4:26 am ImagoDeo Post #2



I haven't specifically made a bound myself, but death counters are always the way to go.

Pretty much the biggest con to waits is that only one wait can run per player at a time. So if you have two triggers running that both use a wait, the actions of the second trigger that occur after the wait will be delayed for the combined times of both waits instead of just after the time of the wait in the trigger.

Not too complex if you read it enough times.



None.

May 12 2010, 4:52 am FoxWolf1 Post #3



Quote from ImagoDeo
I haven't specifically made a bound myself, but death counters are always the way to go.

Pretty much the biggest con to waits is that only one wait can run per player at a time. So if you have two triggers running that both use a wait, the actions of the second trigger that occur after the wait will be delayed for the combined times of both waits instead of just after the time of the wait in the trigger.

Not too complex if you read it enough times.

You should almost never say "always".

OP: If you're good enough with trigger order and general trigger knowledge to avoid wait blocks, then it'd probably be faster to make the map using waits. In a bound, this is fairly easy, because you tend to spend most of your time with just one trigger running repeatedly. Of course, if you're going to do things in some crazy way and make a mess of it, death count timing would be the safer option. Also, if you're going to have more complex systems that require multiple time intervals being measured simultaneously, then you should use death counts; that's not to say that there aren't wait-based systems that will allow you to time multiple events without wait blocks (because there are), but once you get into them, you lose the simplicity advantage of the waits, and would have an easier time of it just using a death-count-based system. So really, I'd say it depends on your situation.



None.

May 13 2010, 12:28 am Roy Post #4

An artist's depiction of an Extended Unit Death

Original Post


(Edit following the first post's request)

My preference for Bounds: Waits

Quote from Death Counter Timers for Bounds
Pros
- No wait blocks, so bad triggering won't necessarily break the obstacle
- Obstacles start immediately
- Good practice for more complex maps

Cons
- Inefficient (Takes longer, more triggers)
- If you're not used to them, timing is more difficult
- More difficult to go through/adjust obstacles
- A little more complicated vs Waits

Quote from Wait Timers for Bounds
Pros
- Easy to understand and adjust
- More efficient
- Keeps things slightly more organized
- Unlikely to encounter wait blocks since one obstacle runs at a time
- Common method among bound makers
- Runs a little smoother / more evenly vs Death Counts

Cons
- Possibility to encounter Wait Blocks
- Delay between next obstacle start (Unless a wait block solution is performed)


Post has been edited 5 time(s), last time on May 13 2010, 10:54 pm by Roy.




May 14 2010, 4:17 am mapping4joy Post #5



Well, using waits is like 10x faster for me just because of Angelfarto's Boundmaker.



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[06:28 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.
[06:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[06:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[02:28 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
[02:28 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
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
[2026-7-14. : 11:43 pm]
Ultraviolet -- let's take each other's clothes off :teach:
[2026-7-14. : 11:03 pm]
Vrael -- :teach:
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