Staredit Network

Staredit Network -> Concepts -> Simpler Hyper Triggers
Report, edit, etc...Posted by xws on 2006-03-16 at 01:03:24
I've been talking with Kept_Wheat over PM, I'm trying to figure out why he thinks my hyper triggers won't work. Here is what I have found:

He won't give a reason why they won't work, but he will say that they don't work and that the map he made will show it, if only he could open it without crashing SC. Honestly, I'm not making this up.

BTW I have made my own test map where they work perfectly, but he claims that that is not true proof, only his map can prove it. He then claims that the only way to prove my point is to somehow stop his own map from crashing.

So here is what it boils down to, Kept_Wheat does not even have a reason, let alone proof that they don't work. What really happened is when he first saw the topic, he sees a new person to SEN, posting something that looks too simple to actually be hyper triggers, so without contemplating the actual triggers announces that they don't work, and from there he just wasn't man enough to admit an error on his part.

Don't take my work for it, see for yourself:
http://www.darrenks.com/hobby/sc/hypertest.scx (my map)
http://www.darrenks.com/hobby/sc/HyperTrigs.scx (his map)

In a last attempt to undo the damage Kept_Wheat has done, here are the facts:
The methods provided fire at 12 times per second.
The methods provided repeat forever, the NEO does not occur.

Kept_Wheat, no more post from you until you have a reason or an example where they do not work.
Report, edit, etc...Posted by Kookster on 2006-03-16 at 02:11:03
ok just to note your players who have some of the triggers should be comps so when one person tries it they dont get lost, and take out the normal hyper triggers i thought your whole point was not to have those, other than that it works great, but i still dont see the difference between this and the one in the tutorial.


Ok so heres the bare basics of it, and i figured out the simple way of stopping it, so you can start and stop hyper triggers mid game, have a blast kids[attachmentid=17812]
Report, edit, etc...Posted by xws on 2006-03-16 at 10:45:47
They are all under human players so that in the start screen you can choose which type of hyper triggers you want to use. Normal hyper triggers are just there as a control.

Once again the difference between the first version and the tutorial is just 1 less clear switch and 1 less wait. The second version is just 1 trigger as opposed to 2. Not a significant difference, but why put in more stuff than have to?
Report, edit, etc...Posted by MapUnprotector on 2006-03-16 at 22:17:03
Well then I don't think there is anything else to discuss. I rarely see the way hyper triggers are done in those tutorials anyway, so it doesn't really matter. If it works, it works, if it doesn't, then it doesn't. Just let the people decide what they want to use.
Report, edit, etc...Posted by Kookster on 2006-03-17 at 01:55:55
Yeah basicly, but i have a question has anyone else descored hyper triggers that can be stopped mid game? or is that new, they can also be re started too just check my last post
Report, edit, etc...Posted by MapUnprotector on 2006-03-17 at 02:08:50
I believe it's been thought about by a lot of people, but I don't know if it has been used in any maps.
Report, edit, etc...Posted by Cloud on 2006-03-17 at 14:48:25
This hyper trigger is just a lazy version of the other one, everything depends on the condictions of the trigger and what your trying to use it for.

Honestly just to be on the safe side it's easier to use the one in torturials. Your way uses switchs which makes it more complicated. Even thought using switchs are easy there are still certain complications to it. its much easier to make your own condictions and then waste acouple seconds just pressing the copy button on "Wait 0 mili-seconds" . Your way just makes the trigger smaller.
Report, edit, etc...Posted by DaMiNaToR on 2006-03-17 at 16:12:25
QUOTE
Most of the better members have left and now all SEN has are left are pessimists which discourages newer members. All least xws is actually trying to do something and sharing his ideas and discoveries with the community. Whether they're new or old is irrelevant.

Staredit.net used to be about helping new StarCraft mappers learn something new and the community actually cared about new members. For the majority of the current memebrs, this is no longer true.


I strongly resent that statement. I reject it entirely. What have you done to help anybody in this thread? What progress have you made to help him with his idea? You're just standing in front of him defending his faulty ideas. At least, with people that have something to say, it can make things change for the better. It all depends on how the person percieves the comments.

I don't agree with you saying that nobody cares about helping each other, since there are alot of people (myself included) that spend alot of time trying to explain things to people.

Read this post if you want an example, and please don't make such broad statements anymore. mellow.gif
Report, edit, etc...Posted by Kookster on 2006-03-17 at 16:35:08
in regards to this being useless, its not, basicly it makes it so it will NEVER have that little pause then start the hyper triggers again, yes the normal 4 hyper triggers does go for a whole week, yeah thats long but there is also other benifits to this method, you can start and stop it at anytime as the map i posted 2 posts ago shows, so this method isnt entirely useless it is actaully more use ful its just alot of people dont need that in there maps
Report, edit, etc...Posted by ZPD on 2006-03-17 at 18:01:17
QUOTE
For the majority of the current memebrs, this is no longer true.


Compared to what members at SEN used to be like, people are much worse nowadays. Showing an example of how you have been helpful doesn't disprove my claim. I'm defending him because people are dismissing his ideas without any justification. xws mentioned previously that he knew of the tutorial, he was trying to make an improvement. The comments below don't suggest friendliness to someone trying to come up with ideas he feels may be helpful to the community. Most of the rest of it is saying that there is already another method and it's not too troublesome to make conventional Hyper Triggers with 62*3 waits.

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That wouldnt work one bit. You shouldnt suggest things you dont know about. That would do absolutly nothing to increase speeds at which triggers run.

QUOTE
Dude, Someone already made this, it's in the tutorials.

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Yeah, it's the Hyper Triggers Conceptual or something. Though, I don't see whats so hard to just use the normal 62 waits triggers.

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What is that switch there for anyway? Couldn't you just have the waits with an always condition? If the switch is never getting cleared on only being set the whole time, whats that point of having it?

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Yeah really...Maybe its for the people who are either really lazy or something and what is so difficult about them?

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There is nothing that requires hyper triggers to be any simpler than they already are.

The only thing that's useful if you're using hyper triggers is this thing I just thought of:

Since Hyper Trigs tend to really screw with other waits, you can put them on a switch.

For your hyper trigger, set the condition as "Switch x is set."

When you want a wait to happen in your map, first simply "Clear Switch x." After the wait is over, immediately "Set Switch x."

I think this will work...  ermm.gif


-----
QUOTE
Read this post if you want an example, and please don't make such broad statements anymore.  mellow.gif
I've been visiting SEN for two years. I've seen the community change over time. I can tell you that tthe mentality of most of the members are different from what they once were. I'm explaining the changes that I have noticed. In my opinion, my post is accurate. In your's, it is not. Either way, you cannot deny the the lack of compassion and helpful gestures in this thread. People have stated that older methods don't need to be changed and that [xws]'s method will likely reach the end of its loop more often.

Obviously this won't be true of everyone, but it would be nice if SEN was more supportive of new members. If you read a lot of other boards you find some people suggest SEN isn't newb friendly, it's unfortunate that SEN has degraded in such a way.

Many of the members have proven themselves great, helpful, positive members. Then again, many have not. It is this rather large portion that makes visiting SEN discouraging.

-----

Upon testing this for a longer period of time as Kept_Wheat suggested, I failed to notice a break in the Hyper Trigger after 1526 frames. If a break does occur, it won't happen often enough to be dtrimental to gameplay in anyway.

Might I mention that upon testing, You can indeed negate the Hyper Triggers anytime you want by manipulating the trigegrs a little bit, something the 63*3 method is incapable of doing.
Report, edit, etc...Posted by Kookster on 2006-03-17 at 18:23:52
Well said ZDP i couldnt of said it any better myself i agree 100%
Report, edit, etc...Posted by xws on 2006-03-17 at 19:03:04
Thanks, kookstar and ZPD finally some positive comments. While sometimes negative comments can be good if given in a nice way, like if they point out real flaws or show a better way to do something. But the negative comments here are the opposite of this, they are not useful, and they are not given in a nice way. It is basically people just saying things that help no one, but make themselves look better, so they think. If these were the only comments here I would probably never use these forums again, but luckily there are some good apples.

Anyways many people seem interested in toggleable hyper triggers, here would be one way to do that:

Trigger
Players:
¤ Player 7
Conditions:
¤ Switch 1 is set
¤ Switch 2 is set
Actions:
¤ Clear Switch 2
¤ wait 0
¤ preserve trigger

Trigger
Players:
¤ Player 8
Conditions:
¤ Switch 1 is set
¤ Switch 2 is clear
Actions:
¤ Set Switch 2
¤ wait 0
¤ preserve trigger


To activate hyper triggers set switch 1, to deactivate clear switch 1
These are victually the same as the original triggers I posted, the difference, is the addition of the extra switch, and the clearing and checking of the original switch.

Now they are actually closer to the looping hyper triggers in the tutorial by dabbu, since some of the shortcuts I made aren't compatible with starting them anytime, but note you still don't need that last wait in dabbu's.
Report, edit, etc...Posted by Kookster on 2006-03-17 at 19:11:31
Thats alot like what i did in my map heres my triggers
Trigger
Conditions:
¤ player 1 brings at least 1 terran marine to location 1
Actions:
¤ modify death counts for all players: set to 0 for cave-in
¤ Preserve trigger


Trigger
Conditions:
¤ player 1 brings exactly 0 terran marine to location 1
¤ All players has suffered at least 1 deaths of Cave-in
Actions:
¤ wait for 0 milliseconds
¤ Preserve trigger


Trigger
Conditions:
¤ player 1 brings exactly 0 terran marine to location 1
Actions:
¤ modify death counts for all players: set to 1 for cave-in
¤ wait for 0 milliseconds
¤ Preserve trigger


Report, edit, etc...Posted by Subrosian on 2006-03-17 at 22:01:18
What I have noticed

is that people who are newer to the boards get less respect than others who have higher rankings (ie. Regulars, Moderators), and these people are immediately treated as "newbies." Often, if a new forumgoer designs an innovative trigger technique, regular members will not believe that he/she could do that. So they create irrational posts that say "it won't work" or "have you even TESTED it?" even though they haven't looked at the triggers.

Good job on the triggers, xws.
Report, edit, etc...Posted by DaMiNaToR on 2006-03-17 at 23:15:10
I'm not saying his won't work, all I'm asking is "What use does it have?" I'm seriously wondering. I wouldn't waste my time posting here just to tell people that their ideas suck. And I agree that some of the posts in this thread aren't the most supportive, but that's only because this topic has been redone a bunch of times and the tutorial method is still superior in most cases.

QUOTE
People have stated that older methods don't need to be changed and that [xws]'s method will likely reach the end of its loop more often.


Well, for myself, out of all the threads that I've seen on this topic here (probably about 6 or 7) that is the consensus that has been reached by each one so far.
Report, edit, etc...Posted by xws on 2006-03-18 at 01:24:57
QUOTE
the tutorial method is still superior in most cases.

If you are referring to the looping hyper triggers tutorial, then this is false, its exactly the same thing except theirs has unnecessary actions
QUOTE
I've seen on this topic here (probably about 6 or 7) that is the consensus that has been reached by each one so far.

The only person that has been saying they reach the end of the loop sooner is Kept Wheat and he has zero evidence to back this up. This is hardly a consensus. If you look at the triggers and understand how starcraft evaluates triggers it is not hard to see that they loop INFINITELY.

I really don't need any more comments saying these are useless: here are three uses:
They take up less space (more useful for text based trigger editors)
They are infinite
They can be started and stopped on demand

Are these revolutionary? NO, NOT AT ALL
Are they potentially useful? YES

The whole point of the topic was to help people, if they don't help you, oh wells you don't need to announce it. Also I am sorry that some of my responses are negative too, but it makes me so angry to see the same false claims and same useless comments over and over. It is not hard to test the damn triggers, not saying everyone should, because most people shouldn't care enough, but if you are going to make a claim, test your claim first.
Report, edit, etc...Posted by DaMiNaToR on 2006-03-18 at 09:28:19
QUOTE
QUOTE
the tutorial method is still superior in most cases.

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If you are referring to the looping hyper triggers tutorial, then this is false, its exactly the same thing except theirs has unnecessary actions

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I've seen on this topic here (probably about 6 or 7) that is the consensus that has been reached by each one so far.

QUOTE
The only person that has been saying they reach the end of the loop sooner is Kept Wheat and he has zero evidence to back this up. This is hardly a consensus. If you look at the triggers and understand how starcraft evaluates triggers it is not hard to see that they loop INFINITELY.


I was referring to threads I've seen about this in the past. I was saying that they may be the reason people don't really want to hear about this one.
Report, edit, etc...Posted by Mp)7-7 on 2006-03-31 at 13:51:27
How about we all just decide to use whichever one they want. If you like this one, use this one, if you dont, DONT! Save veryone the typing!
Report, edit, etc...Posted by Mini Moose 2707 on 2006-03-31 at 16:27:11
Exactly what everyone was doing until you revived a two week old topic.

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