The switch is there so that it doesn't start to execute until the second trigger is half way. Here is a trace, lets call 1/12th a second a frame:
frame 1:
trigger 1, condition not met
trigger 2, set switch 1, wait 0
frame 2:
trigger 1, condition met, wait 0
trigger 2, preserve trigger
frame 3:
trigger 1, preserve trigger
trigger 2, set switch 1 (does nothing now), wait 0
from here circumstances are the same as they are at the end of frame 1 so this repeats forever, so as you can see each of these triggers executes every other frame but all other triggers execute every frame.
Also an important thing to note is that trigger 1 needs to be for a player number that is less than trigger 2 or this won't work
ADDITION:
Woot, simplest hyper trigger. 1 trigger infinite hyper triggers:
Trigger |
Players: |
¤ Player 7, Player 8 |
Conditions: |
¤ Score("Current Player", Custom, Exactly, 0); |
Actions: |
¤ Set Score("Player 7", Set To, 0, Custom);
|
¤ Wait(0);
|
¤ Set Score("Player 7", Set To, 1, Custom);
|
¤ Preserve Trigger(); |
Notes:
make sure this is copied exactly or it won't work
you can use death counter insead of custom
the hyper triggers won't start until after first execution, so about 1 second delay then infinite hyper triggers.
again this is pointless but some people don't like to waste space, so this is for them