Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: What is up with my Wait times?
What is up with my Wait times?
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Apr 11 2009, 5:11 am
By: SPiK3  

Apr 11 2009, 5:11 am SPiK3 Post #1



Okay, well, I'm confused.
This spawn defense that I redid uses Bunkers instead of cannons, to speed up the game and prevent lag.

Trigger 1
[PLAYERS]
Player 1

[CONDITIONS]
[*]Current Player brings at least 1 Supply Depot to 'A-WHOLETEAM'.

[ACTIONS]
[*]Move 1 Defender for Current Player at 'A-WHOLETEAM' to 'SCVS'.
[*]Center location labeled 'P1-BUNKER' on Supply Depot owned by Current Player at 'A-WHOLETEAM'.
[*]Create 1 Hero Marine at 'P1-BUNKER' for Current Player.
[*]Remove 1 Supply Depot for Current Player at 'P1-BUNKER'.
[*]Create 1 Bunker at 'P1-BUNKER' for Current Player.
[*]Execute AI script 'Enter Closest Bunker' at 'P1-BUNKER'.
[*]Preserve trigger.
---------------------------------------------------
Trigger 2
[*]Player 1

[CONDITIONS]
[*]Current Player brings at least 1 Supply Depot to 'P1-STACKED'.
[*]Current Player brings at least 1 Bunker to 'P1-BUNKER'.

[ACTIONS]
[*]Wait for 750 milliseconds.
[*]Disable doodad state for Bunker for Current Player at 'P1-BUNKER'.
[*]Remove 1 Supply Depot for Current Player at 'P1-STACKED'.
[*]Move 1 Bunker for Current Player at 'P1-BUNKER' to 'P1-STACKED'.
[*]Move All Defender for Current Player at 'SCVS' to 'P1-BUNKER'.
[*]Preserve trigger.

Those are the two triggers I used to create/move a Bunker filled with 1 Marine, It works perfectly fine for P1, and I have checked and re-checked, but P2, P4, and P5's all seem to have about a 3000 millisecond wait attached to them...

What is going on?!

Attachments:
Spawn Defense 10.0.scx
Hits: 1 Size: 62kb



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Apr 11 2009, 5:14 am New-Guy Post #2



From what I can see, it's your wait action that's messing it all up.

Hyper triggers and waits don't work very well together. Most people find ways to use DC's to counter this though, and I would suggest doing that.
Instead of having it wait for 750 miliseconds, have it set a DC to ~9 or so. When this DC hits 1, you should run the rest of the trigger for the bunker.



None.

Apr 11 2009, 5:16 am Riney Post #3

Thigh high affectionado

This is based off the previous post if it is correct in being the culprit.

Recreate your hyper triggers and see what happens. As long as you have AT MOST 1 wait action going at any possible time, all other triggers will fire normally. When you create new wait actions, they are after the hyper triggers, thus freezing.



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Apr 11 2009, 12:11 pm NudeRaider Post #4

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

Yeah, you have to make sure only 1 wait is firing for a player at any given time or you'll run into Wait Blocks.
Hyper trigger are also waits, but if the hyper wait is the 2nd wait that is executed then the hyper trigger is blocked but not the other trigger. That's why you give the hypers to All Players and move them to the bottom of the list using the 'o' key. (I prefer that over recreating which DM suggested, but it does the same thing.) So unless EVERY player runs a wait the same time there's still at least 1 player that runs his hypers, so the hyper effect is still active for everyone.

If the bunker building is the only wait in your map then this solution is the simplest. Otherwise I recommed replacing them with Death Counters.

The reason why this doesn't happen for P1 is probably trigger order. If you want more details on how trigger order works, just ask.




Apr 11 2009, 11:48 pm SPiK3 Post #5



Thanks for all your help guys!!! I got it to work, I just needed to re-arrange the trigger order! You guys are great!



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