Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Hyper Triggers with 8 Players
Hyper Triggers with 8 Players
Mar 15 2009, 8:51 pm
By: Scienthsine  

Mar 15 2009, 8:51 pm Scienthsine Post #1



Kind-of a noob question, but I have an 8 player map that I want to use hyper triggers in. Preferably the switching kind. If only one player is in the game then I can end the game... which means I always have 2 players in the game for it to work. My problem is that it could be any two players in the game. I guess I could have the triggers determine which players are in the game, and enable switching on two of them. Is there any issue with just having the switching trigger under all players? I'm sure someone else has done this, but searching keeps getting me the wrong info.



None.

Mar 15 2009, 9:12 pm Falkoner Post #2



For an 8 player map, since you don't know who will be there and who won't, the Switch-Hypers won't work if certain players are missing, you best bet is to go with simple hypertriggers and make them for All Players.
Note that in order to avoid wait blocks with this, the best option is to not use other waits, use Death Count Timers instead, but if you MUST use waits, make sure that the hypertriggers are at the bottom of the trigger list, that way they turn off while the other wait is going, however, if a wait runs for all players at once, the hypertriggers will stop working while that wait runs, so you have to be careful about that.



None.

Mar 15 2009, 9:32 pm Scienthsine Post #3



I've always kinda avoid waits anyhow, so that'll work just fine, thanks.



None.

Mar 15 2009, 10:45 pm killer_sss Post #4



not to be rude and kinda ask my own question in your post, but i don't really wana open a new post when this is so close to your question.

i'm not quite sure how come my hyper speeds up when i have more players and slows down when i have less. i have a wait 0 seconds copied to the max and then the comment/peserve triggers and its copied 5 times in the all players section.

i mean i can directly see how having more players would increse the number of copies, but i thought 5 triggers was enough to make it be endless and 0 seconds set it to its fastest speed. i only have like 3-4 triggers atm and none have other wait commands so im essentially very confused.



None.

Mar 15 2009, 11:39 pm Falkoner Post #5



They shouldn't speed up, do you have a map with an example of this?



None.

Mar 16 2009, 12:07 am killer_sss Post #6



Quote from Falkoner
They shouldn't speed up, do you have a map with an example of this?

it can be seen in the creation and removal of the minerals and i really have no clue why it slows or speeds up. if im in there alone its really slow but if i bring in 2 friends or add another comp player or so it speeds up pretty fast

Post has been edited 1 time(s), last time on Mar 16 2009, 12:19 am by killer_sss.



None.

Mar 16 2009, 12:11 am Falkoner Post #7



The minerals go faster the more players you add because they are in All Players, so the trigger runs for each player that is present, every trigger cycle, the hypertriggers don't speed up more, the trigger just runs multiple times per loop.



None.

Mar 16 2009, 12:15 am O)FaRTy1billion[MM] Post #8

👻 👾 👽 💪

Can't you use All Players and a Force? I usually use Player 8 and All Players.



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Mar 16 2009, 5:30 pm Moose Post #9

Armor: 90.50%

Make them for All Players and keep them at the bottom of the trigger list.
Waits above the hyper triggers can run without problems provided that every player is not running a wait simultaneously.




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