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Staredit Network -> UMS Assistance -> switching hypers
Report, edit, etc...Posted by sckor on 2005-05-09 at 07:07:46
so,

They cannot have other waits in the same player
and the person with the first trigger must have its trigger checked faster than the second persons?

*talking about switch hypers.
Report, edit, etc...Posted by in_a_biskit on 2005-05-09 at 08:15:14
My recommendation is that you don't use wait actions for either of the players owning the hypers.

However, if you do use them, then you will probably not notice a big problem.
- The hypertriggers will stop working for the duration of your wait action.
- The 'wait block' experienced due to the hypertriggers will be at most one quarter of a game second.

Addition:
The first hypertrigger listed must be earlier in the trigger list than the second one - hence it must be for an 'earlier' player, a player with a lower number.

Otherwise the system will not work properly.
Report, edit, etc...Posted by sckor on 2005-05-09 at 08:40:37
I know that part.
Ok, but someone said that this method does not form wait blocks so i thought that it would be okay if it was mixed with other waits under the same player.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-09 at 11:41:20
I don't think theres much of a point to using switch hypers.
Report, edit, etc...Posted by in_a_biskit on 2005-05-10 at 03:37:11
Advantages of Dabbu's "switch" Hypertriggers:
  • They look more elegant.
  • They take up very marginally less file space.
  • It is easier to put other actions within the hypertriggers themselves, if you so wish.
  • They cause minimal 'wait blocks' - hence, they will not stop another wait action after them for the same player from running.
  • They are easier and faster to stop, if ever you wanted to stop them.
  • They will never reach an 'NEO', no matter how long they run for.
Disadvantages of Dabbu's "switch" Hypertriggers:
  • They require the use of one switch.
  • They are harder to remember.
  • They are harder to understand.
  • They can take longer to make.
  • *They require two players.


Advantages of "Traditional" Hypertriggers:
  • They are easier to remember.
  • They are easier to understand.
  • They can be easier to make.
  • They use no switches.
Disadvantages of "Traditional" Hypertriggers:
  • They take up marginally more file space.
  • They will cause a massive 'wait block' for any wait actions after them for the same player, such that those actions will probably never fire in the entire course of the game.
  • They must, eventually, reach an 'NEO' after some number of hypertrigger runs.


Note that both systems are allowed to have wait actions for the same player owning the hypertriggers. In order for them to fire in the traditional system, those wait actions must be placed before the hypertriggers - hence, many people will recommend putting your hypertriggers at the end of your trigger list.

However, the drawback is that in either system, if a wait action runs for a player running hypertriggers, the hypertriggers will stop working for the duration of the wait action. This is simply a special case of the 'wait block', except here it is the hypertriggers that are blocked.

If you're using hypertriggers as a timer, or in some other system that requires the hypertriggers to be running continuously all the time, I would recommend that you don't use wait actions for any player owning hypertriggers.

Both systems will give wait blocks. But Dabbu's system will give blocks that last only a quarter of a second or less, so you won't notice a big problem. However, the hypertriggers will stop working for a while in both cases.
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*edit: added another disadvantage of Dabbu's hypertriggers.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-10 at 13:08:36
You forgot the disadvantage of Dabbu's switch method.
  • They require two players
Report, edit, etc...Posted by LegacyWeapon on 2005-05-10 at 16:15:43
QUOTE((U)Bolt_Head @ May 10 2005, 01:08 PM)
You forgot the disadvantage of Dabbu's switch method.

  • They require two players

[right][snapback]204940[/snapback][/right]
That's actually the only reason I'm not using them.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-10 at 16:50:36
Me too that and it takes longer to set up and the benifts aren't worth the effort to me. Its a really cool find the only reason you would want to use it is if you for some reason wanted to turn your hyper trigger "off"
Report, edit, etc...Posted by chuiu on 2005-05-10 at 17:28:52
Bolt, that isn't entirely correct. I was able to run hyper triggers for a single player. And I'm pretty sure ... yeah ...

QUOTE(tutorial#128)
There are 2 maps, one with Single owned hyper triggers, the other is just the above example.


So he does state you can run them for a single player.

Takes longer to setup? Meh, I just load premade ones.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-10 at 19:10:12
You were able to run dabbu's toggle type hyper triggers for a single player? I think you have mistaken or were thinking of differant things.

Edit found the part of the quote that your refering too. (that section should be removed since there are no attached maps)

But yeah i belive he is refering to the traditional style vs the toggle style.
Report, edit, etc...Posted by in_a_biskit on 2005-05-11 at 04:25:09
*tries to make Dabbu's hypers for a single player...

It doesn't work.

You get 4 hypertriggerruns, then the NEO comes.

If you put the triggers in the reverse order, you get 6 hypertriggerruns, then the NEO comes.
Report, edit, etc...Posted by sckor on 2005-05-11 at 06:14:15
So, your recommending not to use theM?
...
Report, edit, etc...Posted by in_a_biskit on 2005-05-11 at 07:03:28
No, actually, I support using Dabbu's hypertriggers.

The purpose of my long post was to let you decide for yourself which type of hypertriggers you'd like to use.

The next post was just to let you know that Dabbu's system really does require two players. Thats usually not a problem, unless you have a really wait-action-intensive map, or if none of the players are 'permanent' (i.e. if no particular slot must be in the game).

If you premake the hypers, you shouldn't have a big deal either way.
Report, edit, etc...Posted by chuiu on 2005-05-11 at 15:13:57
QUOTE((U)Bolt_Head @ May 10 2005, 06:10 PM)
You were able to run dabbu's toggle type hyper triggers for a single player?  I think you have mistaken or were thinking of differant things.

Edit found the part of the quote that your refering too.  (that section should be removed since there are no attached maps)

But yeah i belive he is refering to the traditional style vs the toggle style.
[right][snapback]205210[/snapback][/right]

Meh I guess not, the most I can get with Dabbu's is 5 then NEO, I could have swore I had a test map where I had a method that worked in single player but I guess I'm mistaken. But of course his method does with with 2 or more players. Since, when I usually put in hypers, I use all players it doesn't really matter to me.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-12 at 14:17:31
If you know what your doing then whatever works is just perfect. All players is perfectly fine as long as you know what your doing. Specific requirements on 'the way' to do it, is only for the ignorant. So in essence everyone here is right, unless you don't know why you are right.
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