QUOTE(ChaoticS @ Mar 28 2004, 11:38 AM)
Hyper Trigger works best...
wait... Hey Volt said it...
but its more like 0 wait till its max delete 1 or 2, 1 for preserve, and 1 for commentary...
P13 Makes it go unit attacks faster. not the triggers
Play Sounds
Conditions:: Switch Cleared
Actions ::::: Play WaV
Wait XXXXX
Set Switch
Preserve Trigger
Conditions:: Switch Set
Actions:::::: Clear Switch
Preserve Trigger
RECOMMANDATION:: Don't try to use that on a bound. A Bound would be messed
up, or dont put it in somewhere it gave the trigger.
It's perfectly possable to make add music to a bound or any map with hyper triggers. You just got to understand wait blocks to make sure you don't mess something up.
Anyways I would like to suggest a slight change to this trigger you listed
============
Players: (Force 1)
Condidtions:
-Switch 1 is clear
Actions:
-Play Music.wav
-Wait 0 (don't exclude this)
-Set Switch 1
-Preserve Trigger
============
Players: (Computer player)
Conditions:
-Switch 1 is Set
Actions:
-Wait XXXX (time of music.wav)
-Preserve trigger
============
If you were useing this for a bound just make sure The computer player that has the hypers isn't the same one that has the second trigger. If waits still prove to be a problem then you can not use them at all and just make a counter for it.
============
Players: (Force 1)
Condidtions:
-Current player suffers exactly 0 death of 'unused unit'.
Actions:
-Play Music.wav
-Set Deaths for 'unused unit' to XXX (about 12 deaths per second of music with hypers)
-Preserve Trigger
============
Players: (Force 1)
Conditions:
-Always
Actions:
-Subtract 1 death of 'unused unit' for current player.
-Preserve Trigger