Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Messed up wait in triggers?
Messed up wait in triggers?
Sep 9 2008, 9:51 pm
By: LooKe  

Sep 12 2008, 1:08 am Fwop_ Post #21



That extra 7 is from the at least 0 you used. Remember that hypers don't kick in until the second loop, which is another reason you shouldn't have started on the first loop anyway.



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Sep 12 2008, 1:12 am Falkoner Post #22



I didn't use an at least 0, I just used at most, there's no reason to use at least 0, although the second one would make sense, okay then, 8 a second, my other 2 things it proves still hold true.



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Sep 12 2008, 1:15 am Fwop_ Post #23



Just your outcomes are wrong (like the 8007 should be 8000 thing). I'm not denying the higher millisecond count results in lower loop counts, because that makes sense.

Ah, nevermind, I see you changed the seconds on your chart.

Still, I think you should update the data to not include the missing trigger loop.



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Sep 12 2008, 1:16 am Falkoner Post #24



Yeah, I didn't think about using at most 999 instead of at most 1000 when I made it, I've fixed the tables.



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Sep 12 2008, 2:39 am LooKe Post #25



Quote from Fwop_
Hmm... well I see you got some in there, but put the hyper trigger (also copy it like 3 more times) to a computer player so you don't have any problems with wait blocks or no hypers at all.
I got rid of all the waits in my triggers, so wait blocks shouldn't be a problem anymore.

Quote from Fwop_
And yes, it does make a difference if you use 30 instead of 708. Think of the values you put in for the death counters as time. The more there is, the more time it will take to reach 0.

I was meaning does it make that much of a difference if I get my hyper triggers working, or if just using it normally will work.



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Sep 12 2008, 2:54 am Fwop_ Post #26



I don't get what you're asking. If your hypers work, your triggers will run faster. You might need to rephrase that if that doesn't answer your question.



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Sep 12 2008, 3:25 am LooKe Post #27



I'll just re-ask the question....

Can I do it without hyper triggers, or is there some special bonus for using hyper triggers?



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Sep 12 2008, 3:35 am Fwop_ Post #28



Hyper triggers make your triggers run about 12 times faster. You can still do it without hypers, but you don't have that extra speed in your triggers.



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Sep 12 2008, 9:28 am NudeRaider Post #29

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 name:JB4
I'll just re-ask the question....

Can I do it without hyper triggers, or is there some special bonus for using hyper triggers?
Yeah, there is a bonus: People with slow computers will lag your map.
And another: You can time events with 16 times the accuracy. (16 runs in 2 game seconds, instead of one)
So if you want to wait 60 game seconds you can either put a timer up to 30 without hypers or a timer up to 30*16 = 480 using hypers.

Besides from that every trigger will be checked faster. So if someone steps on a beacon he will (almost) instantly get the effect instead of having to wait a random time between 0 and 2 seconds.
Also, if you decide one day you will put in a wait into your map, then without hypers your death counter timers will run 1 loop faster each time you hit the wait. With hypers this doesn't happen, because triggers are already checked at maximum speed.




Sep 12 2008, 12:19 pm Falkoner Post #30



Another nice side-effect of hypertriggers is that they run so fast that bring and command often do not update fast enough :P



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[06:28 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.
[06:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[06:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[02:28 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
[02:28 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:
[2026-7-14. : 11:03 pm]
Vrael -- :teach:
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