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Staredit Network -> UMS Assistance -> Hyper Triggers
Report, edit, etc...Posted by iamandragon on 2004-08-02 at 22:59:24
I've read the tutorial in this site, okay, but I still dont understand!
for example, If I give the hyper trigger (the 3 triggers with nothing but wait and preserve) to player 6(computer) does it means all the triggers for player 6 will fire faster? Or does it mean that all the trigger for non-player 6 will fire faster?

Or do I have to put tons of wait after every trigger and copy them twice?

I don't uuuuuuuuundeeeeeeeeerstaaaaaaand!

If anyone put up a map with hyper triggers so I can have a look at it, that'll be great(must be unprotected, of course!)
Report, edit, etc...Posted by greenreaper on 2004-08-02 at 23:06:36
It means that triggers for EVERY player will fire faster. But, beware. Don't use any triggers with waits for the players with hyper triggers because the hyper triggers slow down waits FOR THAT PLAYER with the hyper triggers.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-02 at 23:19:49
No you just make 3 triggers that have nothing but waits in them. Those 3 triggers will speed up all the rest of the triggers in your map. You don't have to put waits after every trigger or anything like that.
Report, edit, etc...Posted by Kow on 2004-08-03 at 11:01:45
heres an example of how to have a proper hyper trigger layout
Report, edit, etc...Posted by Stereo on 2004-08-03 at 11:05:41
Going by the "waits for that player don't work right" does that mean if you have any hyper triggers for a force, none of the triggers set individually for those players will have waits work right? I haven't ever studied how the "force" settings triggers are executed, like if they will go before player triggers if they get made first first.
Report, edit, etc...Posted by BeeR_KeG on 2004-08-03 at 11:34:16
Makes every other trigger in map fire 12.2x's faster.

Mostly used in bounds.

When you are playing a bound at the end of the patter you will always notice a "space" in time that nothing happens, that's when the trigger is going to fire againg. Hyper Triggers eliminate that wait making it almost instant when then end of the trigger fires and the beggining of the trigger.
Report, edit, etc...Posted by iamandragon on 2004-08-03 at 12:38:35
QUOTE(Kow @ Aug 3 2004, 10:01 AM)
heres an example of how to have a proper hyper trigger layout

Okay...but I dont see the hyper trigger any where...

So...guys, who should own the hyper trigger? The player you want the trigger to fire faster? So that's everybody?
Report, edit, etc...Posted by BeeR_KeG on 2004-08-03 at 14:05:30
This is a Hyper Trigger

Conditions
-Always
Actions
-Wait 0 (Do this action 63 times)
-Preserve trigger

Quite simple, next time make sure you read the Tutorials section and/or Map Making Tricks & Archive.

All that can be found at the top section of your screen(Below SEN banner)
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-03 at 14:25:08
QUOTE
So...guys, who should own the hyper trigger? The player you want the trigger to fire faster? So that's everybody?


No, the effects of a Hypertrigger are global. Give the hypertrigger to a player with no other triggers with wait blocks.
Report, edit, etc...Posted by Lexmarkz32 on 2004-08-03 at 14:59:58
Then would it matter if you put the hyper triggers with other triggers? or do they have to be alone?
Report, edit, etc...Posted by Mini Moose 2707 on 2004-08-03 at 15:15:08
What matters is the trigger order. You just can't use any waits in triggers AFTER the hypers.
Report, edit, etc...Posted by iamandragon on 2004-08-03 at 20:47:43
I think I might get it...to confirm...
So I have to give the hyper triger to a player with no triggers containing wait?

Tell me if I am right, and I can be put out of misery

Beer, I have read every single bit of the tutorial, it's just the tutorial is misleading.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-03 at 23:42:51
QUOTE(Stereo @ Aug 3 2004, 10:05 AM)
Going by the "waits for that player don't work right" does that mean if you have any hyper triggers for a force, none of the triggers set individually for those players will have waits work right? I haven't ever studied how the "force" settings triggers are executed, like if they will go before player triggers if they get made first first.

Aww this is the thing that pisses me off most about triggers right now. Group owned triggers.

For your reference there absolutely useless. Although I do not discourage people from using them, they are the number 1 most misunderstood aspect of triggers. And as far as functional uses there are none. Any map will work the exact same way if you give all the group owned triggers to the players in those groups.

I’m sure you don’t want to hear me rant about how much I hate group triggers so I’ll tell you what they really are. Group owned triggers are exactly the same as that same trigger copied for every player in that group. (that should be the golden rule of Mapmaking, something lol)

What does this mean? Well there are a few things that just throw people off. First off group owned triggers are not one trigger (unless there is only one player in the force). A trigger owned by a force or all players will fire separately for each player in that group. This means that the conditions are checked at separately and just because one fires doesn’t mean another one has to.

The second thing about them is trigger order. This is the second reason I hate group triggers, they distort the true look of trigger order. When a trigger is owned by a group that trigger has several copies, each of those copies are fired in sequence with all the other players triggers. This means other triggers can and will go off before all the players fire there part of the group trigger.

As far as where specifically a trigger is placed in the list is kind of confusing. When you create a trigger for a group, that trigger acts like separate trigger added to the end of each individual players trigger list. Then if you create another trigger for a specific player that trigger will technically be after the group owned trigger (this is how people screw up there hyper triggers). Staredit will remember the order you created these triggers always because it is the true trigger order. If you are curious where a group trigger actually is in the trigger order then do this. Change the ownership of that trigger to the players that are in that group. The trigger will show up on the list where it truly is, likely in the middle of the list.

If you understand all this about the trigger order, you then have moving triggers to deal with (as in up or down on the list). The best way I can think to explain this is to give you an example. In the bound map I created recently I used this to my advantage, I call it the bookmark technique. I had a gigantic list of triggers owned by players 1-6 (like 300+). But I needed to create new triggers in the middle of the list. To do this I first created a useless trigger with the never condition under those players, moved it into place, then moved it to All Players group. Then when I wanted new triggers to go in the middle of my list I would create the trigger under all players, move it above the useless trigger, then change the trigger to players 1-6. What this did was insert the trigger in the middle of the list exactly the where I wanted it to be.

Anyways if your still reading this I apologize about making it so long for something seemingly simple, maybe I’ll edit it to be some kind of tutorial. Hope this helps more than one person and I don’t have to explain the whole damn thing again next week to the very same people.

<hr>
QUOTE(BeeR_KeG[eM)
]Hyper Triggers eliminate that wait making it almost instant when then end of the trigger fires and the beggining of the trigger.


Technacly it delays that wait, if you care.

QUOTE(iamandragon)
Okay...but I dont see the hyper trigger any where...

So...guys, who should own the hyper trigger? The player you want the trigger to fire faster? So that's everybody?

This is one of those great times i get to go BAM!!! All the info you need.
Report, edit, etc...Posted by Stereo on 2004-08-04 at 00:38:00
That makes sense I suppose, its definitely useful. I already knew the triggers fire in order, I just wasn't sure that the group ones fit in when they were created.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-04 at 01:03:13
You would be surpized how usefull a good understanding of group triggers and the trigger order is.

For example you realize for instance that one location can be centered on every players unit for bound mazes and things like that.

Force 1
Conditions:
-Always
Actions:
-Center location 'ling' on zergling owned by current player
-Preserve Trigger

Force 1
Conditions:
-P8 brings at least one men to 'ling'
Actions:
-Kill all ling onwed by current player at 'ling'
-Preserve Trigger

Most people would not think that trigger alone would function perfectly for all the players. I don't think i have ever seen a bound that centers locations on the zerglings, and only one location is used. I taught swap this technique recently and he is practically triggering an entire map off of it, its hard to explain its just something that clicks, then your like “holy censored.gif that’s cool”.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-04 at 01:45:54
Hyper trigger: (from what ive learned about it)

Hyper trigger will speed up the process of trigger actions by 12.2 times (is that right?), you also have to place them on a player that does not have any laggy-like triggers... such as: Center View, Wait 1+ milleseconds, or maybe something with a preserve trigger at the end of it, the best player would be one you dont even use in the game happy.gif... anyway, here is a perfect (in my opnion) hyper trigger.

Conditions:
-Always.
Actions:
-Wait 0 milleseconds. (Do this trigger about 60 more times...)
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds. (<- totally un-necassary... but for those who dont understand, its probably easier this way)
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds.
-Wait 0 milleseconds. (im not sure if thats 60... i didnt count -.-)
-Comment "Hyper trigger" (this makes your screen non-cluttered)
-Preserve Trigger.

Copy and Paste this trigger in the same Force or Player from 3 to 5 more times... that should do the trick happy.gif
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-04 at 14:41:41
QUOTE
Hyper trigger will speed up the process of trigger actions by 12.2 times (is that right?), you also have to place them on a player that does not have any laggy-like triggers... such as: Center View, Wait 1+ milleseconds, or maybe something with a preserve trigger at the end of it, the best player would be one you dont even use in the game happy.gif... anyway, here is a perfect (in my opnion) hyper trigger.


Yup, you got the idea. HTs decrease the wait time so that SC checks triggers ever 84 milliseconds. To be on the safe side, give the hypertrigger to a player/force with no other wait blocks. That way you don't have to worry about Moose's trigger order.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-04 at 15:21:18
Hyper triggers are designed so triggers never quit checking conditions. Not that it does it quicker, it just never finishes. (not for a long time anyways)
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