Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Junk Yard Dog Harder
Junk Yard Dog Harder
Mar 3 2015, 1:55 am
By: zsnakezz  

Mar 3 2015, 1:55 am zsnakezz Post #1



Hey, zsnakezz here, with another rad question.

How do I issue junk yard dog, more than once?

I wish for it to activate every 5 seconds or so.

In "The Undead" you hunt overlords that are using said dawg script.

Only problem is, if you attack them, they run away and stop moving afterwords.
After awhile, you find yourself having 10 overlords just floating around not lookin fresh.
This looks silly, and can sometimes be intrusive on gameplay.

Either I find a way to make this script behave appropriately,
or I will have to supplement a more complicated trigger system to take its place.

Pretty much what I'm asking is, can I have Junk Yard Dog behave the way I want, or will I have to start working on an alternative.

Thanks.

Your advent child,
zSnakezz

P.s.

Hello.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.

Mar 3 2015, 3:06 am Roy Post #2

An artist's depiction of an Extended Unit Death

Put it on a timer and use Preserve Trigger. Assuming you have hyper triggers and the units are owned by Player 8:

Junk
Players

  • Player 8
  • Conditions

  • Current Player has suffered exactly 0 Cave
  • Actions

  • Run AI Script "Junk Yard Dog" at Location
  • Modify Deaths of Cave for Current Player: Set to 60
  • Preserve Trigger

  • Death Counter
    Players

  • Player 8
  • Conditions

  • Always
  • Actions

  • Modify Deaths of Cave for Current Player: Subtract 1
  • Preserve Trigger





  • Mar 3 2015, 3:10 am zsnakezz Post #3



    Huh, never thought of using death counter triggs as a "hard" timer before.
    I will try it out, thanks.



    I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.

    Apr 4 2015, 6:13 pm FuNkY Post #4



    Roy, i use my DC timers a different way.
    for my second trigger i have conditions as require 60.
    Im sure in your way.. it executes quicker?




    Apr 4 2015, 9:03 pm Roy Post #5

    An artist's depiction of an Extended Unit Death

    Quote from FuNkY
    Roy, i use my DC timers a different way.
    for my second trigger i have conditions as require 60.
    Im sure in your way.. it executes quicker?
    If you have it at "Exactly 60", then it would get stuck at 59 and not decrement the counter anymore. If you have "At most 60", then there is no functional difference, other than the fact that you can "pause" the timer by setting it to 61+.

    Performance-wise, Always is theoretically faster, but checking an integer value is such a cheap task that there's no practical difference, even across thousands of triggers.




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