Well Rayne, the thing with hyper triggers is it can get very complex, In fact more complex than any other thing done with triggers. Anyways (trying to keep things simple) Hyper triggers of course increase the rate in witch your triggers fire. Every single wait action causes the rest of the triggers to fire again when it is run and this is how the effect works. The “problem” with hyper triggers is when you end up the waits in them, causing a wait block. A wait block is when one wait action is delayed because another one is currently being ran.
For example if you make the following two triggers:
Players:
-Player 1
Conditions:
-Switch 1 is Set
Actions:
-Create 1 Marine
-Wait 10000 (10 seconds)
Players:
-Player 1
Conditions:
-Switch 1 is Set
Actions:
-Wait 10 (any value works)
-Kill Marine
Now most people would look at these two triggers and assume that the marine would be killed 10 milli seconds after it is created. But what really happens is since the first trigger runs it’s wait first the second one can not execute any actions after the wait until there are no waits being ran by that player. Therefore the marine is killed after 10010 milli seconds (plus trigger refresh time).
Anyways This Block only occurs when the triggers are owned by the same player. Thus if the second trigger was given to player 2 then the Marine would be killed almost instantly (like most would think it does anyways). When we talk about hyper triggers, they can be thought of as just like an extremely long wait.
(To give you an idea of how long 3 triggers with 62 waits each and preserves will last 5 hr 51min and 3 seconds before the triggers refresh and the whole thing starts again.) Therefore any triggers owned by the same player that owns the hyper triggers (with waits in them) Must wait for the hyper triggers to finish before it can run its wait and continue with its actions. (if there after the hyper trigger)
There are also a few misconceptions that make this worse. People believe that triggers owned by a Force or All players are actually different than ones owned by the respective players. The WORST thing you can do with your hyper triggers is make them owned by all players. This is the same as making that trigger for players 1-8 and is the same in every way (trigger order included).
Lastly the effects of a wait (hyper effect) effects all players but only blocks one of them. Therefore most maps should have there hyper triggers owned by a single computer player (without any triggers that include waits). If you do this then no problems will occur because of a wait block. The only problems that might occur are the effects a hyper has on triggers that rely on the delay of the trigger refresh rate (ie custom or death counters).
Hope this helps your understanding.
(damn I can never make this brief )QUOTE
Bolt head thats awsome
No one ever said mapping was easy. The trigger looks okay, but it doesn't take into account multipule enemies, a cool way to have this, is to "bounce" to all the enemies in the shot range. Simply by continuously centering the location on an enemy within the shot range. When the enemy dies, it simply goes on to the next.
If there were multiple enemies it would center on the furthest left enemy and if there was tie it would chose the lower of them. Also the enemies in the path between the furthest left and your hero may end up being hit by the fire bat. Also a neat thing is the observer would continue to follow the enemy it locked on to, even if it leaves the range location (unless another enemy would walk to the near left of it, then the target would switch to him)
Having it bounce around wouldn’t be much harder but I would probably rewrite a whole new trigger for it. But I probably only needs a few adjustments. And if I was to do that personally I wouldn’t use an observer (too slow)
Edit: Here is another thread at Blizz forums where i tried to explain hyper triggers yet again and trigger order stuff (i been doing this for a long time)
http://www.blizzforums.com/showthread.php?...76&page=1&pp=15