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Staredit Network -> UMS Showcase -> Looping Hyper Triggers
Report, edit, etc...Posted by Dabbu on 2004-06-13 at 19:11:45
I found a way to make hyper triggers loop! I have updated my previous hyper trigger post.
http://www.staredit.net/index.php?act=ST&f=6&t=2683&st=0
Just have a look near the bottom of the very first post.

The old lesson map and the new map using LHT method can be found there.

Special thanks to Bolt_Head for letting me know waits work differently when between owners.


Sorry for starting a new thread about the same thing, but I can't double post in my old thread to bring it back up. I think this is quite important anyway.
Report, edit, etc...Posted by Nozomu on 2004-06-13 at 19:19:21
Uh... I always thought that the most efficient way to create a loop in StarCraft was the Preserve Trigger action... With three full hyper triggers it would take over 5 hours before they all started over. So there's really no need to go that far, in my opinion.
Report, edit, etc...Posted by Dabbu on 2004-06-13 at 19:22:11
Yea but why not do it in just 2 very short simple blocks, and never ever worry.

It's not really that they are looping, not in the preserve trigger sense.
Report, edit, etc...Posted by Nozomu on 2004-06-13 at 19:28:06
I'll try it and see if it works out. But I don't like how I'm all the sudden unable to use waits for 2 players instead of just 1 unused computer player.
Report, edit, etc...Posted by Dabbu on 2004-06-13 at 19:32:23
Actually you can use waits for all players now.
Just keep each of the HT Blocks as the very first trigger in the respective players.

The waits after them will only experience a slight delay (unlike before where they might not even run). Like instead of 12 times per second the waits will be checked 6 or 3 times per second.
Either way it's better.


Clokr_ says I should call this method MegaTriggers smile.gif.


EDIT:
Nozomu you are right to an extent.
I forgot to mention that if the 2 players housing my trigger method need to use waits then the waits will have to be chopped up into small individual waits, otherwise the method won't work right.

If you make a map that has 7 players who will use waits then you should use the old Hyper trigger method, it will save you headaches.
If you make a map that needs 6 or less players to use waits then you can still do my way without a hassle.
If you need a map where 8 players need waits it's now possible doing it my way but the 2 players where the hyper triggers are set up will have to have their waits chopped up. Like instead of wait(1000) it will need to be wait(0) and copy them 12 times.

So there are good things and bad things, you have to decide what's right for your map.
Report, edit, etc...Posted by .Coko[CK] on 2004-06-14 at 07:36:11
So if you want to keep it alive just use less then that 100 milliseconds per wait. Well, that is ok, but really i never make maps above 6 players, so this will work perfectly, nice find!
Report, edit, etc...Posted by Dabbu on 2004-06-14 at 10:34:09
One thing that bothers me is that my theory about the 84 milliseconds thing is true for the most part (I made an accurate in game timer based on it), but in hyper triggers it doesn't really apply and you should always just stick to low numbers to be safe, like even bellow 42.
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