Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Death Counts, what works and what doesn't?
Death Counts, what works and what doesn't?
Jun 5 2009, 2:52 am
By: micro119  

Jun 5 2009, 2:52 am micro119 Post #1



Hey, it's been a while since I've edited any maps, and I need a memory refreshing on using Death Counters...

I realise the basics, but some of the specifics blank in my mind right now. Such as can you use "current player" when dealing with Death counters?

ex:

Trigger
Players

  • Force 1
  • Conditions

  • Bring ************
  • Actions

  • Set Deaths("Current Player", "Zerg Cerebrate", Set To, 1);

  • with Force 1 being any playable player (I'm using this counter as a universal switch)

    will that be possible? and if it is, can I retrieve that counter using a condition, say:
    Deaths("Current Player",exactly,1,"Zerg Cerebrate");
    To prompt an action?

    If this is possible it would save massive amounts of trigger copying time :crazy: anyways just a refresher would be nice.

    Thanks,

    micro119



    None.

    Jun 5 2009, 3:02 am Echo Post #2



    If you use forces, it's going to multiply it. The best thing to do is check the players individually, like Player 1, Player 2, Player 3, etc. Yeah, it works both ways with current player, just as long as it is specified in which player, but forces aren't good to use.



    None.

    Jun 5 2009, 3:13 am micro119 Post #3



    So if I'm on force 1, and player 1 activates the trigger, will the Zerg cerebrate death count for Player 1 get set to 1?
    what if I used "all players"?

    I'm starting to think you can't use a "deaths of * for current player" condition, because every time I try to use it in SCMDraft, it changes it too memory, which I am not familiar with (EUD's I'm assuming)

    EDIT: the condition I'm referring to changes to: Memory at Death Table + 13 is exactly 1



    None.

    Jun 5 2009, 3:15 am ForTheSwarm Post #4



    You can use "deaths of __ for current player". The changing to a memory condition is just a bug with SCMDraft.



    None.

    Jun 5 2009, 3:30 am micro119 Post #5



    Okay, here is a more specific trigger system, from my Civilization map, its used for the government system and a revolt:
    //-----------------------------------------------------------------//

    Trigger("Newborn Civilizations"){
    Conditions:
    Bring("Current Player", "Government Selector", "Democracy Select", At least, 1);
    Bring("Current Player", "Democracy", "Government Loc", Exactly, 0);
    Score("Current Player", Custom, At least, 400);

    Actions:
    Move Unit("Current Player", "Government Selector", All, "Democracy Select", "Gov Return");
    Give Units to Player("Current Player", "Player 8", "Any unit", All, "Government Loc");
    Give Units to Player("Player 8", "Current Player", "Democracy", 1, "Govenrment Loc");
    Set Resources("Current Player", Set To, 0, ore);
    Set Deaths("Current Player", "Zerg Cerebrate", Set To, 1);
    Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    Trigger("Newborn Civilizations"){
    Conditions:
    Memory(13, At least, 1);

    Actions:
    Wait(60000);
    Set Deaths("Current Player", "Zerg Cerebrate", Set To, 0);
    Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    Trigger("Newborn Civilizations"){
    Conditions:
    Memory(13, Exactly, 1);
    Bring("Current Player", "City", "City Location 1", At least, 1);
    Bring("Player 8", "Revolutionary", "City Location 1", Exactly, 0);

    Actions:
    Create Unit("Player 8", "Revolutionary", 5, "City Location 1");
    Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    Where "Memory(13, At least, 1);" is supposed to be "Deaths("Current Player",atleast,1,"Zerg Cerebrate");"

    EDIT: I figured a way around that glitch, edit the unit type first, then the player :cool2:



    None.

    Jun 5 2009, 7:45 pm rockz Post #6

    ᴄʜᴇᴇsᴇ ɪᴛ!

    memory is just deaths of terran marine. Rather than allow any player number in deaths, SI made a new function. Also, HOLY FUCK WAIT 60000! If you are running ANY other waits, you will notice that they NEVER end. Look up death counters as a timer.



    "Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

    Jun 7 2009, 8:50 pm micro119 Post #7



    Ya I know I already replaced it with a death counter



    None.

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