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Staredit Network -> UMS Assistance -> Moose/Bolt's Hyper triggers
Report, edit, etc...Posted by LegacyWeapon on 2005-02-14 at 23:44:50
QUOTE(Mini Moose 2707 @ Feb 1 2005, 02:18 PM)
I'm really getting tired of these wait problems.




Trigger
Players:
¤ Player 1
Conditions:
¤ Switch 1 is set
Actions:
¤ Wait for 0 ms
¤ Clear Switch 1
¤ Preserve Trigger


You can use any player, just make sure the second one is greater in number.




Trigger
Players:
¤ Player 2
Conditions:
¤ Always
Actions:
¤ Wait for 0 ms
¤ Set Switch 1
¤ Wait for 0 ms
¤ Preserve Trigger


GG Wait problems.

(U)Bolt_Head or whoever introduced me to that style of hyper trigger really is smart.
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I was going to put this into the tutorial database but I wanted to know
how many HTRs before the NEO?

Try to keep this topic on-topic. It is about this trigger and how many HTRs there are before the NEO, not what is an HTR or NEO or what the hell are you talking about.

If you really want to learn about this HTR and NEO stuff,
We have tutorials for everything!
http://www.staredit.net/index.php?tutorial=128
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-15 at 00:24:11
Dabuu Introduced it and the NEO Doesn't happen with that version.
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-15 at 01:58:32
Exactly, look at the process run. Ingenious. eek.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-15 at 02:09:45
PS. You should read the tutorials that you post links too

QUOTE(Dabuu)
So how will this be useful? It's not as good at pushing the NEO... but how about never reaching the NEO wink.gif...

Let us add Curly in the example with Larry and Moe.
Curly will have the job of messing up Larry at just the right moment, making it impossible for Larry and Moe to ever have a break.

That's it.
In terms of SC it's even smaller to set up than 3 bulky Hyper Triggers.
It can look like this:

Owner
-P1
Condition
-SwitchX is Set
Action
-Wait 1 ( a )
-Clear SwitchX
-Preserve

Owner
-P2
Condition
-Always
Actions
-Wait 1 ( b )
-Set SwitchX
-Wait 1 ( c )
-Preserve

The execution order will be abc forever. Now you have Looping Hyper Triggers smile.gif.
Report, edit, etc...Posted by Robi on 2005-02-15 at 06:36:46
why do we need player1 and player2 ???
i want to put it for Force1 sad.gif (because if players move and there is no p1 or p2 ....)
will it works ?
Report, edit, etc...Posted by FTR_ROCKO on 2005-02-15 at 08:19:38
They dont really have to be for player 1 and 2.. if anything just change p1 and p2 into comps..
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-15 at 13:07:46
Each trigger needs to be owned by a differant player. Other wise the wait block will mess it up.
Report, edit, etc...Posted by SA_Max71 on 2005-02-15 at 17:38:39
could player's 9 and 10 run these triggers if they have a starting location?
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-15 at 18:54:11
QUOTE((U)Bolt_Head @ Feb 15 2005, 10:07 AM)
Each trigger needs to be owned by a differant player.  Other wise the wait block will mess it up.
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Put simply:

The second trigger has to fire after the first trigger, and they can't be in same player/force due to wait block issues.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-15 at 18:54:49
QUOTE(SA_Max71 @ Feb 15 2005, 05:38 PM)
could player's 9 and 10 run these triggers if they have a starting location?
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Player 9+ can NOT run triggers.
Report, edit, etc...Posted by Kyuu on 2005-02-15 at 23:18:42
which is more effective, the wait 0 ms for like a billion times or this new one
Report, edit, etc...Posted by greenreaper on 2005-02-15 at 23:58:38
Have you been reading the post? It's this new one. This new one has no NEO, and the standard hyper trigger does. (NEO= Next Ending Occurance)
Report, edit, etc...Posted by Kyuu on 2005-02-16 at 00:32:43
........ lookaround.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-16 at 01:34:26
QUOTE(Kyuu @ Feb 15 2005, 10:18 PM)
which is more effective, the wait 0 ms for like a billion times or this new one
[right][snapback]146456[/snapback][/right]


Nither really. They both run at the same rate.

Technacly the new one won't pause for a second cause it doesn't end. (this is what he means by the NEO)

But just with 3 triggers full of waits in the old methoid it will go almost 6 hours before that happens so it doesn't really matter anyways.
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-16 at 02:03:09
And the new method requires two players in which wait blocks are an issue.
Report, edit, etc...Posted by Screwed on 2005-02-16 at 02:44:58
I'm not entirely sure, but this just makes the hyper triggers continue to run thus never ending, but does not really eradicate wait block problems right?
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-16 at 02:56:51
Well it doesn't really get rid of them, it just changes it. Dabuu suggest that you should put them as the FIRST trigger in the player instead of the other way around. But even still if you ran long waits for those players then your hyper trigger would stop during those waits.

(its the same way for normal hyper triggers, when there behind)
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