Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Hyper triggers or not?
Hyper triggers or not?
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Feb 3 2009, 12:49 am
By: Dungeon-Master  

Feb 3 2009, 12:49 am Dungeon-Master Post #1



Hey guys, I am making a RP map and I am using another map so mine looks like something... and i noticed there is NO hyper triggers at all...
Normally, I would have said: Yea, well it's okay!
But... BUT... I noticed there were wait actions for EACH unit spawns...

My questions are:
  • Are there wait blocks when you do not use hyper triggers???
  • Since a map with no hyper triggers has a trigger-checking rate of 1 per 2 seconds (if i remember right...), will a 1000 milisecond wait on a preserved trigger do ANYTHING or it is just useless, since the trigger will repeat anyway after 2 seconds?




None.

Feb 3 2009, 12:52 am ForTheSwarm Post #2



Use death counts for unit spawns.



None.

Feb 3 2009, 12:53 am Roy Post #3

An artist's depiction of an Extended Unit Death

• Yes, but they act slightly differently (loops will sync together, and there's a few other things that I don't have specifics on). In any case, you should never present a map with possible wait blocks, whether or not you have hyper triggers.

• With no wait blocks and no hyper triggers, there will not be a notable difference in the trigger loop.




Feb 3 2009, 12:54 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

1000 ms wait is useless. It prevents (or delays) the trigger from being run more than once every second.



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

Feb 3 2009, 12:56 am Dungeon-Master Post #5



Alright... so, with no hyper triggers, and no wait, if i make preserved triggers to spawn units, and say 2 players use them at the same time, the trigegr will loop after 2 seconds, more, less or what?



None.

Feb 3 2009, 1:21 am Roy Post #6

An artist's depiction of an Extended Unit Death

If it's one trigger per player and executes at the same time with no wait, the triggers would run at the same time. If it's only one trigger and set only under one player, then yes, there will be a 2 second delay.




Feb 3 2009, 1:28 am Dungeon-Master Post #7



Yea ok, i think that i will use death count timers... i have no other choice since i will have to move a location to a unit all the time...



None.

Feb 3 2009, 2:16 am NudeRaider Post #8

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

yes




Feb 3 2009, 2:46 am Dungeon-Master Post #9



Ok so, here it goes...

Topic Solved!!!



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[2026-7-23. : 6:40 am]
Oh_Man -- true
[2026-7-23. : 3:16 am]
RIVE -- Still annoyed there was never a trigger to stop or pause wavs.
[2026-7-23. : 1:40 am]
Oh_Man -- tthen u come to SCBW and it's like - upload WAV, play WAV.... sigh why cant it be that easy
[2026-7-23. : 1:40 am]
Oh_Man -- and no consistent easy to use way to then play the audio either
[2026-7-23. : 1:39 am]
Oh_Man -- where they use third party audioprogram called WWISE which basically makes adding audio extremely difficult
[2026-7-23. : 1:39 am]
Oh_Man -- i appreciate SCBW's ability to just let us upload and play WAVs so much compared to nightmare that is total war warhammer 3
[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 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.
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