-= Intro =-
As it turns out someone was making a bound, and although the map was hypered, the explosions just didn't run by fast enough. There is however, a way around this, and that is Counters. I consider counters to be an extremely difficult concept to handle for most people, as very few people understand them. However, if you can understand how they work, you can greatly improve the quality of your maps.
-= What are they? =-
Counters, are simply that. A count. 1, 2, 3, 4 etc. You can use Unit Deaths, mineral counts from computer players, or anything else that you might think up.
-= When/how do you use them? =-
The main time to use counters is when your map is hypered. The idea behind using counters, is that every time your map runs through the triggers, it adds 1 point to the counter. Then you have a trigger you want to activate at a certain time, so you have it run when the counter reaches a certain number (ie: 5). At which point, you most likely have the counter reset to 0 once it reaches a certain number.
-= Why use them? =-
The main reason for using Counters is because Hypers screw up all the other waits in your map. Hypers can cause waits to wait for much longer then you set them to, and pretty much wipe out the possibility of you using waits. Any time you have hypers, I recommend using Counters instead of Waits.
-= Example =-
This is an example for a Bound, though there isn't much difference for other maps. Please note that each explosion requires a separate trigger. Also, I have never used counters in a Bound before, though I have assurances from EvilDrone(U) (Mario Bound, Mario Bound 2) that this is how it works for a Bound.
[Trigger] (This is the Counter)
[Conditions]
Always.
[Actions]
Modify death counts for Player 8: Add 1 for Terran Marine
Preserve trigger.
[End Trigger]
[Trigger] (This is the first trigger using the counter)
[Conditions]
Player 8 has suffered exactly 5 deaths of Terran Marine.
[Actions]
(Here you put actions for the first explosion, kill/create etc.)
Preserve trigger.
[End Trigger]
[Trigger] (This is the second trigger using the counter) [Conditions]
Player 8 has suffered exactly 6 deaths of Terran Marine.
[Actions]
(Here you put actions for an explosion, kill/create etc.)
Preserve trigger.
[End Trigger]
[Trigger] (This is the third trigger using the counter) [Conditions]
[Conditions]
Player 8 has suffered exactly 7 deaths of Terran Marine.
[Actions]
(Here you put actions for an explosion, kill/create etc.)
Preserve trigger.
[End Trigger]
And so on...
[Trigger] (This action Resets the Counter)
[Conditions]
Player 8 has suffered exactly 10 deaths of Terran Marine.
[Actions]
Modify death counts for Player 8: Set to 0 for Terran Marine
Preserve trigger.
[End Trigger]
-= Links =-
Information on using Counters for timers can be found
HereTrigger Design Philosophy using Counters can be found
Here