Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Hyper Triggers Won't Work
Hyper Triggers Won't Work
Aug 28 2008, 1:43 am
By: blac_k_night  

Aug 28 2008, 1:43 am blac_k_night Post #1



I've counted them, 62 waits all 0, and they are in player 6 a computer with no other triggers, and i have multiplied the triggers so there are 3 hyper triggers.



None.

Aug 28 2008, 1:43 am Vi3t-X Post #2



Is there even a preserve trigger in there?



None.

Aug 28 2008, 1:46 am blac_k_night Post #3



yea



None.

Aug 28 2008, 1:48 am blac_k_night Post #4



i took out the comment and added an extra wait and it worked, thanks though.



None.

Aug 28 2008, 1:49 am blac_k_night Post #5



hey viet you wouldnt happen to understand switches would you? ive read the article on it... but im too dumb to understand it. I want to know how it is used.



None.

Aug 28 2008, 1:57 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

What do you want to know about them?

They are either on or off. If you have a whole bunch of conditions that you have met, but don't want to write in all those conditions for everything, just set a switch, then recall that switch in the condition for the rest of the triggers. It just requires some logic.



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

Aug 28 2008, 2:01 am blac_k_night Post #7



out of everyhting ive read, i understand you the most. can you tell me if this is a right example?

Condition:
Current player brings at least 1 men to location 'x"
set switch 'men to x'

actions:
kill all units at location 'x'

then a new trigger
set switch 'men to x'

actions:
kill all units at location 'x' OR would you just do set switch off or seomthing like that

sorry you said you can recall the conditions, can you recall actions too?



None.

Aug 28 2008, 2:03 am Roy Post #8

An artist's depiction of an Extended Unit Death

A switch is... Well, pretend it's a switch. You know, like a light switch or something.

All switches start out "cleared." For keeping this simple, you can assume this means "off."

Now, all triggers must have their conditions met before it will run the actions. Therefore, if a trigger has a condition "Switch 1 is Set," the trigger will not run until you set ("turn on") switch 1. If the trigger is preserved, then you can also deactivate the trigger by clearing switch 1, or turning it back to "off".

So, if you have a trigger to create an explosion that kills anything at location 1, but want it to be toggled, it would look like this:

Condition:
Switch 1 is Set
Actions:
Create 1 Zerg Overlord at location 1 for player 8
Kill all [men] for All players at location 1
Preserve Trigger

Now, if you wanted the explosion to start when someone brings a unit to location 2, it would look like this:

Conditions:
Current Player brings at least 1 [men] to location 2
Switch 1 is Cleared
Actions:
Set Switch 1
Preserve Trigger


Now, if you wanted the explosions to stop when you bring a unit to location 3, it would look like this:

Conditions:
Current Player brings at least 1 [men] to location 3
Switch 1 is Set
Actions:
Clear Switch 1
Preserve Trigger

The explosion trigger will start when Switch 1 is set, and stop when Switch 1 is cleared. I hope my tutorial wasn't just a mess of locations :P




Aug 28 2008, 2:09 am blac_k_night Post #9



no i understand it and thank you

Post has been edited 1 time(s), last time on Aug 28 2008, 2:23 am by blac_k_night.



None.

Aug 28 2008, 4:38 am Kaias Post #10



Quote from blac_k_night
i took out the comment and added an extra wait and it worked, thanks though.
That wouldn't make a difference



None.

Aug 28 2008, 5:50 am StrikerX22 Post #11



It would make more sense if he took out a wait somewhere other than the hyper triggers > > or moved them around...



None.

Aug 28 2008, 11:23 pm Falkoner Post #12



Yeah, he most likely moved them, I'm betting another wait was above them, running and stopping them form running.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[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:
Please log in to shout.


Members Online: DarkenedFantasies, Moose