ok when i use hyper triggers i have no lag at the start of the trigger but i do in the middle of the actions, for example
this is my hyper trigger im using
trigger 1
PLAYERS
player 6 computer
CONDITIONS
Player 6 has suffered exacly 0 deaths of *unit*
ACTIONS
Wait for 0 miliseconds
modify death counts for player 6: set to 1 for *unit*
Wait for 0 miliseconds
Preserve trigger
Comment
trigger 2
PLAYERS
player 1 *im playing as p1*
CONDITIONS
Player 6 has suffered exacly 1 deaths of *unit*
ACTIONS
wait for 0 miliseconds
modify death counts for player 6: set to 0 for *unit*
wait for 0 miliseconds
preserve trigger
Comment
ok now this is where it lags for my triggers
PLAYERS
player 1
CONDITIONS
player 1 brings exacly 1 *unit* location
ACTIONS
creat 1 *unit* at *location* <---- * no lag! =D *
wait 126 miliseconds <---- * lag =( *
move 1 *unit* to *location* <---- * lag =( *
kill 1 *unit* at *location* for player 1 <---- * no lag! =D *
preserve trigger <---- * no lag! =D *
plz help!
Post has been edited 1 time(s), last time on Nov 20 2009, 11:32 pm by freehamster.
None.
It's been a long time since I mapped, but how long does it lag for exactly?
None.
its called wait blocks.
hyper triggers are constantly happening, however you have another wait 3000.
replace the wait 3000 with a deathcount.
None.
the normal trigger lag? witch is like 2 seconds for each trigger to run i think
and i figured i had to add that death count hypper in the middle but how do i set it all up exacly?
plz post a example of a trigger
also im trying to make the scv last for 3 seconds till death so i think its 3000 miliseconds
None.
Use hyper triggers on a player slot that doesn't have any other waits.
None.
already know that and i have a hyper trigger without waits so plz read before commenting...... anyways can someone give me that example i asked for?
None.
Trigger 2 can't be owned by Player 1, since you are using waits in the triggers for Player 1 (as evidenced by your third trigger). Trigger 2 should be owned by another computer or neutral player in the game that will never use waits (that isn't player 6).
It's called wait blocks, like someone above me said.
None.
oh ok ty i did =D i switched player 1 to 6 as im not using any waits on him and he is a computer not being used
but im still having the same problem so that didnt do anything
PLAYERS
player 1
CONDITIONS
player 1 brings exacly 1 *unit* location
ACTIONS
creat 1 *unit* at *location* <---- * no lag! =D *
wait 126 miliseconds <---- * lag =( *
move 1 *unit* to *location* <---- * lag =( *
kill 1 *unit* at *location* for player 1 <---- * no lag! =D *
preserve trigger <---- * no lag! =D *
like i said before when i made the hyper trigger it only made the begining much faster but in the middle its slow and i could put hyper trigger death count in it but idk how i should do that so plz show a example
None.
uhh try doing this
PLAYERS
player 1
CONDITIONS
player 1 brings exacly 1 *unit* location
ACTIONS
set deaths for timer 60
PLAYERS
player 1
CONDITIONS
Player suffers at least 1 deaths
ACTIONS
subtract 1 death for timer
PLAYERS
player 1
CONDITIONS
player suffers 0 deaths of timer
ACTIONS
creat 1 *unit* at *location*
move 1 *unit* to *location*
kill 1 *unit* at *location* for player 1
try it this way, with hypers triggers, and if it still lags, then you need to ask one of the more knowledgable people
also
the normal trigger lag? witch is like 2 seconds for each trigger to run i think
and i figured i had to add that death count hypper in the middle but how do i set it all up exacly?
plz post a example of a trigger
also im trying to make the scv last for 3 seconds till death so i think its 3000 miliseconds
3000 milliseconds is 3 seconds REAL TIME.
the in game 3 seconds is closer to like, 2.5 seconds. (guess, forgot the ratio)
Post has been edited 1 time(s), last time on Nov 21 2009, 12:02 am by darksnow.
None.
PLAYERS
player 1
CONDITIONS
player suffers 0 deaths of timer * i have to used the player 1 brings *unit* to *location* for this trigger*
ACTIONS
creat 1 *unit* at *location*
move 1 *unit* to *location*
kill 1 *unit* at *location* for player 1
this is not a hyper trigger lol this is a real trigger im using for my new rpg and so i cant change that part
None.

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
Read
Wait Blocks, try to apply it and if you still got trouble check back.
The form of hyper triggers you are trying to use requires two free players, which you don't seem to have. Just go with the common type and give them to player 6 (common type is in the hyper trigger wiki article, if you aren't familiar with it).
None.
thing is.. all my triggers use *waits* and also using death counters for triggering my other ideas lol and i dont think i can change the death counter
but i do have 2 free players... so what should i do, remove all wait timers for player 1 and 6? or what
Post has been edited 2 time(s), last time on Nov 21 2009, 12:20 am by freehamster.
None.
ok if all my players are using waits then if i make my hyper trigger for all players can i still use miliseconds for other triggers in the right away? like 1000 miliseconds is really 1 sec and i dont gotta wait like 20 secs like im doing now.....
None.
If you have two free players, just make them computers and have them run the hyper triggers.
None.
ok, if you have 2 players not doing anything, change one of them to computer
then
Players
PLAYER 8(which i'm assuming is a computer)
CONDITION
always
ACTIONS
wait 0 milliseconds(x62)
preserve
comment: hypers
copy this trigger set over a few times.
also, with death counters, theres like, 9000 units you can use.
set aside a unit for the death count, i.e cantina.
and we'll substitute the unit you're trying to use as a dragoon
so you would do
PLAYERS
player 1
CONDITIONS
player 1 brings exacly 1 *dragoon* location
ACTIONS
set deaths for cantina 60
PLAYERS
player 1
CONDITIONS
Player suffers at least 1 death of cantina
ACTIONS
subtract 1 death for cantina
PLAYERS
player 1
CONDITIONS
player suffers 0 deaths of cantina
ACTIONS
creat 1 *shuttle* at *location*
move 1 *shuttle* to *location*
kill 1 *dragoon* at *location* for player 1
None.

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 use a different death counter for every wait.
The All Players method ONLY works if you put the hypers at the very bottom of the trigger list AND not all players are executing a wait the same time.
they are both computers and have no other triggers but the hyper ones
anyways like i said a million times i feel like some of the triggers are moving at rapid speed now *creating units and killing them seems alot faster* but the others arent
this part right here is taking 27 secs or so for all of it to happen.. witch makes me think its the lag
ACTIONS
creat 1 *unit* at *location* <---- * no lag! =D *
wait 126 miliseconds <---- * lag =( *
move 1 *unit* to *location* <---- * lag =( *
kill 1 *unit* at *location* for player 1 <---- * no lag! =D *
preserve trigger <---- * no lag! =D *
None.
....
the easiest way is to just post the map
None.
here it is, but i must warn you its very confusing because i still have so much work to go
Attachments:
None.