Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Lag-time Between Starcraft Switches and Trigs
Lag-time Between Starcraft Switches and Trigs
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Jan 23 2010, 3:24 am
By: atto  

Jan 23 2010, 3:24 am atto Post #1



Hey, I'm having a bit of troubles with some triggers and switches in a game im trying to finish up. It's a game similar to many that are out there such as Temple Siege, Hero Sanctuary and Custom Hero Wars.

The triggers are basically the "Spell Casting" triggers you find in any of the above games. Currently, I'm using nearly 100% switches as the conditions of a spell being able to cast, but this is not the problem. When I run my game and test casting spells for the characters, the spells seem to have a large lag time between casts or even the "effects" that I have laid out (science vessel exploding before creation of an attacking unit).

When I first start off with a spell, it has the lag time as I have described, but as I cast it repeatedly, the lag time disappears. On the other hand, if I cast the spell once, then cast a secondary spell for that unit after the cooldown for the first spell, the lag time (switches seem to need to catch up or have a very slow reaction time) seems to still be there.

The only way I can see that my game will be a success is if the spells are somehow pre-cast so that they have no lag time when casted by a user at any point in the game. Is there a possible way to reduce this time? Does anyone understand my problem or know how to fix it?


I have taken a look at the other maps that I have described above (just to take a peek at what they have done instead of what I'm doing) and their triggers are very similar to mine, and work, but mine do not. I am indeed no rookie map maker, I do have hyper triggers involved on this map like every map should, the player with those hypers has no wait triggers, and I have revised the conditions for my spells many times over, but nothing seems to fix any of the issues.

Any suggestions? Questions? Concerns? Complaints? Constraints?

Thanks for any help provided.



None.

Jan 23 2010, 3:35 am ImagoDeo Post #2



All right, first suggestion:

http://www.staredit.net/wiki/Death_Counters

Use these instead of switches. Your problems are almost guaranteed to vanish, even though it means redoing all of your triggers.

Other than that, I can't really help. It's possible that you're suffering from Wait Blocks, or perhaps you need to put Hyper Triggers in your map.

If you still have difficulties, post here again and perhaps post the map.

EDIT: Didn't read carefully enough. Sorry.

Post has been edited 1 time(s), last time on Jan 23 2010, 3:49 am by ImagoDeo.



None.

Jan 23 2010, 4:03 am atto Post #3



Yes, Thanks very much!
Although I have not switched all my triggers and conditions around yet, I'm very sure that this is the problem. The trigger systems I have running almost all have waiting actions in them for effects and spell casting. I read through both the links you sent me and I should be able to fix this, thanks again!

Now just to recreate my entire game :/



None.

Jan 23 2010, 4:34 am ImagoDeo Post #4



Quote from atto
Yes, Thanks very much!
Although I have not switched all my triggers and conditions around yet, I'm very sure that this is the problem. The trigger systems I have running almost all have waiting actions in them for effects and spell casting. I read through both the links you sent me and I should be able to fix this, thanks again!

Now just to recreate my entire game :/

Lol, don't worry. Glad to be of help.

Take this last bit of advice - if you've gotten this far on switches and waits, you'll do wonderfully on death counts. Don't worry - you obviously have the patience to redo everything.



None.

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