Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: The 'wait' Issue
The 'wait' Issue
Jan 22 2009, 7:16 am
By: Rawk_Flare  

Jan 22 2009, 7:16 am Rawk_Flare Post #1



I'm wondering, because I'm aiming thinking a map that is heavily spell oriented, what happens when there's too many wait triggers going on. (as you have to use the wait trigger to enable the spell to last for a duration of time. The countdown timer is already being used.

I think there was a problem on one of my previous maps that when I had two overlapping waits the wait lasted for longer than expected. If such a problem occurs, how do I fix it?



None.

Jan 22 2009, 7:24 am Decency Post #2



The problem you are encountering is called a wait block. The main way to avoid encountering this problem is to use many death counters instead of waits. For example, instead of waiting for 6000 milliseconds when a condition is met and then doing something, you add 1 to the "death counter," for example, deaths of a psi emitter. Then, when the player has suffered a number of deaths of the psi emitter which is the same as 6000 milliseconds, (72 or 3, depending on whether you are using hyper triggers or not), you make the appropriate action. It seems more bulky at first because each "wait" when using a death counter takes multiple triggers, but once you understand the system you realize how much more flexible it is.

You can read more here, feel free to ask questions:
http://www.staredit.net/wiki/Wait_Blocks
http://www.staredit.net/wiki/Hyper_Triggers
http://www.staredit.net/wiki/Death_Counters



None.

Jan 22 2009, 1:36 pm Echo Post #3



Instead of using waits, death counters is the best option. Death counters are now usually a better alternative for switches and timer. If you are making spells, you should use death counters along with hyper triggers.
1000 milliseconds is known to be one second
11.8 (or 12) death counters with hyper triggers is 1 second.
So about 120 deaths of a certain unit = 1 second in a game speed of fastest with hyper triggers.
Here is an example of a simple spell from my map.
Collapse Box


While it might take more than 1 trigger to make a spell and takes a lot of organization, it is the best way. Organization is really important and you should never use the same death counter as the wait for each spell, unless you allow only 1 spell casting at a time.




Jan 22 2009, 1:45 pm NudeRaider Post #4

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

Keep in mind that waits are measured in real time, while death counts (like the countdown timer) are measured in game time.
This is important for single player maps where it's very likely that the player alters the speed.
With hyper triggers triggers are checked 8 times per game second which translates to ~11.8 times per real time second on fastest.




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