Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: problem with hyper triggers
problem with hyper triggers
Nov 20 2009, 10:28 pm
By: freehamster  

Nov 21 2009, 12:54 am darksnow Post #21



lol its protected..
ehh ill just unpack it, hopefully you didn't use some gay protection method

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Post has been edited 3 time(s), last time on Nov 21 2009, 1:13 am by darksnow.



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Nov 21 2009, 1:28 am UnholyUrine Post #22



Plz just read the tutorial that NudeRaider kindly linked for you..

I'll summarize once... Basically, any wait triggers that are on the same player as where you put your hyper triggers will cause wait blocks...
There're two types of hyper triggers.. the one you're using.. and the old one which consists of a bunch of wait(0) triggers.

If u must use pauses for your map, then use Death counts for pauses... Find the tutorial yourself..it's pretty good :P



None.

Nov 21 2009, 1:34 am Falkoner Post #23



Use Simple Hyper Triggers instead of Complex ones, and place them under All Players, and at the bottom of the trigger list, this is your best bet for having them continually run without changing your Waits to Death Counts, but make sure they are always at the bottom of the trigger list, in SCM Draft, Shift click all the players when you're moving them, because if they're above any triggers with waits they'll stop those triggers from running as soon as the Wait is hit.



None.

Nov 21 2009, 2:33 am freehamster Post #24



.nvm i fixed it

Post has been edited 1 time(s), last time on Nov 21 2009, 3:01 am by freehamster.



None.

Nov 21 2009, 5:02 am rockz Post #25

ᴄʜᴇᴇsᴇ ɪᴛ!

You have 4 computer players, which would make it easy to use the complex hyper triggers. However, there is little difference between complex hyper triggers and normal hyper triggers. If you do as Falkoner said, that would be best. I'll also reiterate what pretty much everyone else has said.

As for your waits problem, I find it best to use death counts in all situations. There's actually a VERY easy way to make triggers only run once every 2 seconds, or 1 second, or whatever you want in hyper triggers. Simply have a death counter constantly counting to 24 or 12. When it reaches that point, reset it. For any and all "slow" triggers, add a condition which will only run when that particular DC is at a certain number.

One other problem with waits is that they count in real time, not in game time. In fact, there is no speed at which you can play where game time = real time. While nobody ever plays games on anything other than fastest, it still leads to some compatability problems should you use waits.

I highly reccommend you use SCMDraft (and darksnow, update your scmdraft as well--it's not protected). You have some units which are place out of bounds which will not show up in the game, or if they do, they won't show up where you want them to. Also, p9-12 don't need start locations.



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

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