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Staredit Network -> UMS Assistance -> Why Do Hyper Triggers Work?
Report, edit, etc...Posted by D3D_3ND on 2004-08-12 at 17:31:03
QUOTE((U)Bolt_Head @ Aug 12 2004, 12:56 PM)
D3D_3ND: Can't do that.


i saw ppl doing it, like in tux's map "Kill me" the words pop out and it would not let you talk..
Report, edit, etc...Posted by .Coko[CK] on 2004-08-12 at 17:57:46
Because it is PAUSED, thats the only way to do it, noticed you can't actually move the screen either. There problem solved.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-13 at 03:26:02
QUOTE(D3D_3ND @ Aug 12 2004, 04:31 PM)
QUOTE((U)Bolt_Head @ Aug 12 2004, 12:56 PM)
D3D_3ND: Can't do that.


i saw ppl doing it, like in tux's map "Kill me" the words pop out and it would not let you talk..

Oh i though you were saying the display text would remain as long as some one wasn't talking.

In that case you just make sure your text message is 11 lines and display the same thing over and over again. Whenever they talk the next display text will show and overwrite what they wrote.
Report, edit, etc...Posted by D3D_3ND on 2004-08-13 at 19:38:21
ok it works thnx w00t.gif
Report, edit, etc...Posted by darktemplar20 on 2004-08-13 at 20:18:28
Uh, sorry that this may be off-topic, but I have an example that I believe portains to Hyper Triggers. In the map that I'm making, I've tried it numerous times before to have the Anti-Camper teleport back to it's starting spot when it moves out of the boundaries I set for it. However, on more than one occasion, at least one Anti-Camper would always be able to walk out of it's boundaries, and not be warped backed. Is this due to the fact that I wasn't using Hyper Triggers? And if I were, would they fire correctly so everyone's Anti-Camper stays within its bounds?

EDIT: I read up on the Hyper Triggers in that Map Making FAQ again, and in my map, I've got a neutral player that's always in the game. If I create a Hyper Trigger set for him, will it work on all of my Forces as well?
Report, edit, etc...Posted by Stereo on 2004-08-15 at 00:51:05
Well that's fun, fixed a bug in one of my old maps thanks to this. I didn't realize that no matter when they were created triggers for player 7 will all run after triggers for P1-6.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-16 at 23:06:02
Say I have a Hypertrigger set. If I used waits with it, would the waits still take some effect? Can you explain this as thorough as possible?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-17 at 05:52:21
Took me a few minutes to understand your question.

If the player who owns the hyper triggers has any other wait triggers then they will interfer with the hyper triggers. If there listed before the hyper trigger the hyper trigger will be delayed by it. If there after the hyper trigger it will be delayed by the hyper trigger.

If a wait is ran by a differant player (other than the one that has the hyper triggers) then there will be no interferance between them. Just make sure you don't confuse group triggers as a player themselfs.
Report, edit, etc...Posted by Kusion on 2004-08-17 at 06:19:12
So the trigger is...

Wait(0)
Wait(0)
Wait(0)
Wait(0)
Wait(0)
Wait(0)
Wait(0)
Wait(0)
Wait(0)
Wait(0)
Wait(0)
Preserve Trigger

And to do wait as many times as you can?
Report, edit, etc...Posted by .Coko[CK] on 2004-08-17 at 06:35:22
What effect would having a switch which could be toggled to activate the Hyper Triggers and then stop them?
Report, edit, etc...Posted by Stereo on 2004-08-17 at 12:42:10
It turns them off pretty much instantly, and allows waits to work fine from all my tests.

You might want to wait 1 trigger cycle though after the switch is turned off just to be sure they finish running through.
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