Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Trigger firing order
Trigger firing order
Sep 26 2007, 4:31 pm
By: NudeRaider  

Sep 28 2007, 1:33 am NudeRaider Post #21

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Akar
As far as I'm concerned, all players execute their triggers at the same time.
Computers in general and therefore every program running on it (such as sc's trigger engine) cant execute 2 operations the same time.
The obvious exception are dual or quad core processors but every individual kernel of these is again only able to execute 1 command at a time. But I think its a safe bet to say sc is not capable of using multiple processors.
Thats why the triggers must fire one after another and cant be processed the same time.

Nervertheless, thanks to all for their contribution. You fully answered my question. ;)




Sep 28 2007, 1:51 am Demented Shaman Post #22



Quote from Akar
As far as I'm concerned, all players execute their triggers at the same time.
I don't even know how triggering would work if that were the case.

Post has been edited 3 time(s), last time on Sep 28 2007, 2:01 am by devilesk.



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Sep 28 2007, 11:27 am Akar Post #23



Lets say you have:
Always enable invincibility for protoss zealot at anywhere for p1.
Than you have:
Always create 1 terran wraith at anywhere for p4.

So they will both be done at the same time, that is, when you first start the map.



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Sep 28 2007, 12:27 pm NudeRaider Post #24

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Akar
Lets say you have:
Always enable invincibility for protoss zealot at anywhere for p1.
Than you have:
Always create 1 terran wraith at anywhere for p4.

So they will both be done at the same time, that is, when you first start the map.
Well... u THINK its done the same time because the computer does both actions within milliseconds or less.

But try the following:
Place a zealot for P12 in a region.
Then the following trigger:
P1, P2
Always
Give all Zealot owned by P12 at region to current player

Then you will see that always P1 will get the zealot.

So pls stop your argument, you are definetely wrong which I already tried to explain you with technological background and logic.




Sep 28 2007, 4:15 pm ShizTheresABear Post #25



From what I remember, All Players triggers activate first, and THEN it goes to Players 1-8 in consecutive order. But I'm not totally sure because I never used All Players or Force triggers because they cause lots of bugs when using create triggers.

As for you guys who are arguing over map editors, I use Xtra, SCMDraft, and Starforge, on each individual map I make. I need all 3. No bugs when switching.



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Sep 28 2007, 8:44 pm fritfrat Post #26



To correct the people that blatantly don't know what they're talking about..

1. When you have always: do x, do y, they both occur simultaneously but in order from top to bottom. So if you had an observer and you did "center location x on observer," "create 1 unit at loaction x," "remove all observer," "center location x on observer," "create 1 unit at location x," two units will be created at exactly the same time; one where the observer was and one in the middle of the map. NudeRaider is right when he says it happens during "miliseconds or less"... it happens, for all practical purposes, instantly :)
2. Read the posts on the first page of this topic, specifically those of me, falk, kenoli, and hugel, to tell you how trigger order works with different players. So note that what shiz and akar said is completely wrong.
3. Shiz, there are a ton of bugs that can arise between switching editors, most obvious being a lot of doodads, goliath/tank turret damage, player colors, and Trasmission triggers messing up literally every time you go from SF to xtra. Second, using All players or Force triggers doesn't "cause a lot of bugs," you the mapper making mistakes causes "a lot of bugs," but using all players and force triggers just make it a lot easier to make stupid mistakes since they're harder to sort with the players' triggers.

Post has been edited 3 time(s), last time on Oct 3 2007, 8:24 pm by fritfrat(U).



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Sep 30 2007, 8:37 am AntiSleep Post #27



xtra is useless when scmd is available, and switching between scmd and starforge is just begging for string corruption.



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Oct 2 2007, 9:45 pm ~:~ Bnbn1382 James Post #28



Yeah.. Use ScmDraft.. its available in starcraft.org .. I dont think it has virus or somthing cause i have Nod 32 and .. it didnt detect anything



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Oct 2 2007, 10:47 pm Demented Shaman Post #29



Quote from bnbn1382
Yeah.. Use ScmDraft.. its available in starcraft.org .. I dont think it has virus or somthing cause i have Nod 32 and .. it didnt detect anything
Yea I don't think it has a virus or something either cause I have been using it for over a year and so have hundreds of other people and SI is a respected member of the community. :omfg:



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Oct 2 2007, 11:39 pm Kenoli Post #30



Quote
Now that that's straightened out, I'll say I'm going to slap the person who says anything else in this topic, since there is absolutely nothing left to be said that wasn't metioned or isn't completely off topic. Sorry if I come off as mean in this post.. I just have little patience for people sometimes I guess.
Kinda funny considering the first reply exhausted this topic.

Quote
Yeah.. Use ScmDraft.. its available in starcraft.org .. I dont think it has virus or somthing cause i have Nod 32 and .. it didnt detect anything
Looks like starcraft.org isn't big on updating their mapping stuff. SCMDraft2 Beta 0.6.0 is lol.
Stormcoast-fortress.net is the place to get SCMDraft2.



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Oct 3 2007, 7:58 am NudeRaider Post #31

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Omg seriously guys... SOMEONE CLOSE THIS TOPIC!

The whole page 2 of this topic does not contain ANY useful information that has not already been said.
When you like to discuss go another forum...

But I have something to add:
When you mark all every player, forces and all players in scmdraft you DONT see the real order. Because triggers for all players that run for P2 are executed AFTER ALL other triggers of P1 have fired even if the "all players"-trigger is the very first in the list.
Same for Triggers for forces.




Oct 3 2007, 1:02 pm Falkoner Post #32



No.... Post a test map, because I don't think that is true..



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Oct 3 2007, 7:45 pm NudeRaider Post #33

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Falkoner
No.... Post a test map, because I don't think that is true..
Yes, it IS true... I indeed made a test map for it. I wouldn't say that if I weren't sure.




Oct 3 2007, 8:25 pm fritfrat Post #34



Selecting multiple players is useful for when you select, for example, All Players and P1, because it shows you that trigger order. Nude is right though in that if you select both P1 and P2, P2 triggers will appear as above P1 triggers if they are lowered numbered triggers, even if they fire after P1's triggers.



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Oct 3 2007, 10:42 pm Falkoner Post #35



Oh, sorry, I didn't realize what he meant, okay, I know :P.



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[02:39 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
[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:
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