Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Replacing Wait With Death Timer Help
Replacing Wait With Death Timer Help
Mar 22 2010, 10:09 am
By: bobo  

Mar 22 2010, 10:09 am bobo Post #1



how would i go about going from a trigger that looks like this
CONDITION
commands 1 high templar
ACTION
kill all units at Location 1
wait 3000
kill all units at Location 1
wait 2500
kill all units at Location 1
remove all high templar
preserve trigger

into deaths replacing waits? Can this be done using 1 trigger or need it be more than 1?



None.

Mar 22 2010, 10:57 am NudeRaider Post #2

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

You need +1 trigger for each wait. Basically whenever there's a wait you split the trigger's action list and create a new one.
So the first trigger is
C: Commands 1 ht
A: Set dc to 1
A: Kill all units

Then
C: dc is 36 (3000ms / 84ms per trigger loop)
A: Kill all units

Then
C: dc is 66 (36 + 2500ms / 84ms per trigger loop)
A: Kill all units
A: remove all ht
A: Set dc to 0


And a counter:
C: dc is at least 1
A: add 1 dc

These values require the use of hyper triggers.




Mar 23 2010, 6:37 am bobo Post #3



oh ok thats what i thought id have to do, do u think if i left it as waits that it wud cause my map to lag, cuz i cant run hypers at 0ms cuz it lags my game, currently i have it at 210ms. I noticed if i run at 0ms and i play it online with 1 or 2 ppl then the rest comps it doesnt lag, but if i play with all 8 as humans it does.

one last thing is 0ms the same as 84ms? so say i had hypers 42ms wud it still be the same as 0?



None.

Mar 23 2010, 6:43 am Kaias Post #4



Quote from bobo
oh ok thats what i thought id have to do, do u think if i left it as waits that it wud cause my map to lag, cuz i cant run hypers at 0ms cuz it lags my game, currently i have it at 210ms. I noticed if i run at 0ms and i play it online with 1 or 2 ppl then the rest comps it doesnt lag, but if i play with all 8 as humans it does.

one last thing is 0ms the same as 84ms? so say i had hypers 42ms wud it still be the same as 0?
If you post your map we can find the greatest sources of lag in your map.
In the mean time: Scroll to Map Lag section



None.

Mar 23 2010, 7:25 am NudeRaider Post #5

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

If your map isn't nearly as big as Tuxlar's or Ahli's projects then it shouldn't lag with 0ms hypers. If it does, it's most definitely a conceptual error. Check the recent http://www.staredit.net/topic/10350/ topic for the most common sources of map lag.

I'm not entirely sure how it is with hypers between 0-100ms but you can just test it yourself.
Wait's don't lag at all, neither do dcs. However you might run into Wait Blocks if you do it wrong.




Mar 23 2010, 7:33 am bobo Post #6



i think its just the mass amount of units with triggers that are preserved, but maybe u guys can tell me otherwise oh its not my map its my bro's but i help time to time :P

Post has been edited 2 time(s), last time on Mar 23 2010, 8:21 am by bobo. Reason: bro wanted to take map off, pm for map?



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[02:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[02:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 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
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