Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: wait triggers collision
wait triggers collision
Apr 26 2008, 7:09 am
By: yellowjacket  

Apr 26 2008, 7:09 am yellowjacket Post #1



I have one trigger that has its conditions meet every other trigger and it messes up the wait time for all of them. here is the collider and one example of something being messed up by it:

collider
CP commands at least 1 men
CP commands at most 24 defilers

wait 15000 msecond
create 1 defiler at 'p1grab' for CP
preserve

example
CP commands at least 1 alexei
CP brings at least 1 scout to 'build zone'

kill 1 scout at anywhere for CP
create 3 ghosts at 'characterfollow' for CP
wait 3500 msecond <---------------------------------gets messed up because of other wait
remove all ghosts for CP
preserve

I know WHY it's happeneing, it's the how. anyone know a way I can create a repeating condition that won't collide with other waits?



None.

Apr 26 2008, 8:44 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Use Hyper triggers and death counts

Check the wiki for both.

Hyper triggers makes the triggers run at 12 (really every 84 ms) times per real second on fastest, so if you want a "wait 15000", you need to convert into triggers. Since you want 15000 ms, and you have 1 trigger = 84 ms, divide by 84 to get 178.5 or 179 triggers. Now, you can set up a death count to start the "timer".

There are two ways to do this. You can count up, or count down. Personally, I think counting down is best, but ymmv. To count down, put a condition in your trigger for 0 deaths of some unit, and in the action, set that to some value (like 179 for 15 seconds). Have a second trigger which always subtracts 1 from that death.

To count up, it's just the opposite. Put a condition in the trigger for 179 deaths of some unit, and in the action, set it to 0. Have a second trigger which always adds 1 to that death (you can put a cap on it if you want, but there's not much reason.)

In both your triggers, you'll need quite a few to get them to work properly. Alas, this is starcraft.

collider
CP commands at least 1 men
CP commands at most 24 defilers
CP deaths unit1 exactly 0

set deaths unit1 179
set deaths unit2 1
-----------------------------------------

CP deaths unit1 exactly 0
CP deaths unit2 exactly 1

create 1 defiler at 'p1grab' for CP
set deaths unit2 0


example
CP commands at least 1 alexei
CP brings at least 1 scout to 'build zone'
CP deaths unit3 exactly 0

kill 1 scout at anywhere for CP
create 3 ghosts at 'characterfollow' for CP
set deaths unit3 42
---------------------------------------------

CP deaths unit3 exactly 0

remove all ghosts for CP


Note you can only use that second trigger for the second one if you only control ghosts at that time (for 3500 seconds). You could technically set the CP deaths unit3 exactly 1, and then it would only fire once, but you would only have the ghosts for 3.4 seconds or so, not 3.5.



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

Apr 26 2008, 8:16 pm Falkoner Post #3



You can only have one wait run at a time per player, so in your case the waits are blocking eachother, so one is going, then the other, and they continue to take turns like this.

You will want to either replace one, or both waits with a Death Counter in order to get rid of the wait blocks, Hyper Triggers are not needed in order to use Death Counts, but they make them more precise than they would be otherwise.



None.

Apr 27 2008, 3:34 am yellowjacket Post #4



a big thank you very much to both of you, death counts help mucho



None.

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[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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