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Staredit Network -> UMS Assistance -> Hyper Triggers In Diplomacy
Report, edit, etc...Posted by Mpstark on 2004-06-02 at 15:57:44
Well, I would like to see the hyper trigger thing work in the Diplomacy map I'm currently working on. However I remember something about wait triggers not working with the hyper triggers. I use the wait action alot in my triggers, I find it very useful for the tutorials, and other things. But can I use hyper triggers to make the special units spawn faster and how? Please help me! If you can I would really like it if you also included a tutorial on how to do hyper triggers, the one in the tutorial section is confusing.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-02 at 16:04:59
Hyper Trigger...
Players: Your choice
Conditions: Your choice.
Actions: Preserve Trigger
-Comment: (meh) *optional
-Wait for 0 Milliseconds (copy this as many times as possible)

Complete the trigger, then copy the trigger itself. (I so it 7 times)

No, wait triggers do not work right under Hyper Triggers. But, if you can use triggers such as deaths or resources or score, you can turn those into counters/timers.
Report, edit, etc...Posted by Mpstark on 2004-06-02 at 16:16:19
I don't want the ones with wait actions to be hyper. But I want to know if it will work IF I have triggers with wait actions.

In other words, if I put this trigger in there, will it do its effect on the no-wait triggers and will the wait triggers screw the whole thing up. Will the wait triggers even be affected? confused.gif

EDIT-
I tried it. The game lagged a great deal but I'm thinking that it worked. I will not be using Hyper-Triggers however.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-02 at 16:27:19
I'm sure exactly how it works. I just that it messes up and that's why I'm not going to try it.
If you hyper the triggers for one player, all triggers for that player are hypered. If another player isn't running hyper triggers, his triggers will stay unhypered though. (I think)
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-02 at 16:39:29
QUOTE(Mini Moose 2707 @ Jun 2 2004, 03:27 PM)
I'm sure exactly how it works. I just that it messes up and that's why I'm not going to try it.
If you hyper the triggers for one player, all triggers for that player are hypered. If another player isn't running hyper triggers, his triggers will stay unhypered though. (I think)

Nope hyper triggers effect all players. Wait blocks only effect the player running the waits.<hr>
Standardly Triggers complete many cycles during a single game. The end of the cycle is defined by the "2 second wait". (The time it takes the triggers to refresh and start up again.)

When you add hyper triggers to your map the length of the cycle is extended astronomically. What this does is delays the 2 second wait so the triggers will continue to fire but never actually complete. The reason this happens is every wait in the hyper trigger causes the triggers to fire once again. When you have multiple hyper triggers the triggers multiply off of each other and make the cycle extremely long.

Some Times this is referred to "Triggers Preserve Quicker" Or "Respond instantly". What really happens is the triggers are checked a lot more often than normal because the cycle doesn't end.

When you add other waits in your map. You feel the nasty wrath of the "blocking action". Starcraft can only execute one wait per player at a given moment. The wait that is chosen to run is the one with the most "priority" or the one at the beginning of the trigger order. All the other waits that are not running must wait for there priority. If you have a wait after the hyper triggers the hypers have more priority than the wait behind it so that wait will only fire after the hyper triggers complete, in witch there designed not to. On the reverse side if you put the wait in front of the hyper triggers then It will have priority and it will run instead. This will stop your hyper triggers from functioning during the time of this wait.

What I normally suggest as the best solution is to have a separate player (normally computer controlled) that is designated as the player to run hyper triggers. If you create your hyper triggers under that player but don't use any other triggers owned by that player with waits, then You won't have any problems at all.

If this is not possible make sure your hyper triggers at end of your list. Many times the best way to do this is to delete them and recreate them. This is because the true trigger order is hidden by the player groups such as All Players and The Forces.

I’m afraid this might be more confusing than what you have read already. But hopefully it will help
Report, edit, etc...Posted by .Coko[CK] on 2004-06-02 at 17:00:24
Basically, don't use them if you use more than one wait, or a few at different times, because, they will cause HUGE problems for your map.

You can on the otherhand use a lot of death counts/custom score/points to do things for you, and they are not effected, much by Hyper Triggers.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-02 at 17:42:01
Yeah, I knew Bolt_Head would be able to explain this better.
But what about maps such as bounds where you know it can't be a Hyper trigger (because it would require a trigger for each explosion) in which the triggers just repeat automatically after they fire. I can swear they seem like that, unless there's an insane amount of triggers relying on counters.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-03 at 03:49:00
People who make bounds have learned to put there hyper triggers last. As long as the hyper triggers are behind your obstical triggers they will not interfere with the waits in them.

This is because the hyper triggers end up waiting for the obstical trigger rather than the obstical trigger waiting for the hyper triggers. The other alternative is the hyper triggers are controled by a seperate player. It isn't uncommon to have all the human players control a hyper trigger while the obsticals are all exicuted by a computer.

Its very easy to include hyper triggers into a map with lots waits and not screwing any waits actions up.
Report, edit, etc...Posted by Mpstark on 2004-06-03 at 08:31:23
When I did it, I put the hyper-trigger on the computer player who has almost no other triggers. When I launched it, everything was fine except that it was lagging a whole ton. Maybe I should have copied it less? Should I just have like 1-3 of them instead of having 7?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-03 at 11:12:00
No the amount hyper triggers you have effects how long the hyper last or how long the cycle is. The lag is created by something else. More than likely obsessive explotions or units. Triggers themselfs cause very little lag.

Its very likely that the hyper triggers cause alot of unit activity to happen much quicker.
Report, edit, etc...Posted by .Coko[CK] on 2004-06-03 at 15:33:42
I've made some bounds, i always add them at the end, on hte All Players section, just works best, since i refrain from using Force's in Bounds, causes really wierd effects!
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