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Staredit Network -> UMS Assistance -> Wait trigger is messing things up!
Report, edit, etc...Posted by rustyknife5 on 2006-11-09 at 08:19:41
marines were spawning too fast. so i used the wait (100 milliseconds) trigger to slow down their spawning time. it made the marines spawn slower but it increased the mineral accumulation rate. the game is designed to give out 5 minerals per second if u have a bunker. but the mineral accumulation rate was giving out 10 minerals per second after i used the wait trigger to slow down the marines spawning time. does anyone know how to solve this problem. does every trigger in the game have to have the same exact wait time for everything to work correctly? confused.gif
Report, edit, etc...Posted by Ahli on 2006-11-09 at 10:57:46
use hypertriggers (trigger with only waits with 0 seconds in it and preserve trigger):
Trigger
Description:
Hypertrigger
Players:
¤ All Players
Conditions:
¤ Always
Actions:
¤ Preserve Trigger
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)


and use unit deaths as a timer:


Trigger
Description:
Player
Conditions:
¤ always
Actions:
¤ modify deaths of "mineral field": add "1"
¤ preserve trigger


give the player every second (~12 deaths on timer = 1 sec ingame) 5 ore:


Trigger
Description:
Player
Conditions:
¤ current player has exactly 12 deaths of "mineral field"
Actions:
¤ preserve trigger
¤ modify ressources for current player: add 5 ore
¤ set deaths of "mineral field" for current player: set to 0



~12 deaths are 1 sec with hypertriggers.
Use the same method to create rines for the players.
or if u use no timer with spawning, u create 12 rines per sec.
Report, edit, etc...Posted by S)T-Twitch6000 on 2006-11-09 at 11:43:33
QUOTE(Ahli @ Nov 9 2006, 10:57 AM)
use hypertriggers (trigger with only waits with 0 seconds in it and preserve trigger):



Trigger
Description:
Hypertrigger
Players:
¤ All Players
Conditions:
¤ Always
Actions:
¤ Preserve Trigger
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)


and use unit deaths as a timer:




Trigger
Description:
Player
Conditions:
¤ always
Actions:
¤ modify deaths of "mineral field": add "1"
¤ preserve trigger


give the player every second (~12 deaths on timer = 1 sec ingame) 5 ore:




Trigger
Description:
Player
Conditions:
¤ current player has exactly 12 deaths of "mineral field"
Actions:
¤ preserve trigger
¤ modify ressources for current player: add 5 ore
¤ set deaths of "mineral field" for current player: set to 0

~12 deaths are 1 sec with hypertriggers.
Use the same method to create rines for the players.
or if u use no timer with spawning, u create 12 rines per sec.
[right][snapback]586137[/snapback][/right]

either that or you can do what you are wanting like the death triggers and marines
do them in two different triggers that works two but i would try hyper trigger first that usally helps wait problems.
Report, edit, etc...Posted by KABOOM on 2006-11-09 at 16:10:47
Simple wait blocks

problem:
waits are stacking and taking longer then should

Solution:
have one wait running at a time per player
ex:
player 1

always

wait
play wav
preserve

player 2

always

wait
play wav
preserve

then theres the dc solution (death counters) wich was stated more up.
always hypers are needed try and put them in a computer player that never uses waits so doesnt freak up.
Report, edit, etc...Posted by EcHo on 2006-11-09 at 16:11:49
QUOTE(Ahli @ Nov 9 2006, 10:57 AM)
use hypertriggers (trigger with only waits with 0 seconds in it and preserve trigger):



Trigger
Description:
Hypertrigger
Players:
¤ All Players
Conditions:
¤ Always
Actions:
¤ Preserve Trigger
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)
¤ wait(0)


and use unit deaths as a timer:




Trigger
Description:
Player
Conditions:
¤ always
Actions:
¤ modify deaths of "mineral field": add "1"
¤ preserve trigger


give the player every second (~12 deaths on timer = 1 sec ingame) 5 ore:




Trigger
Description:
Player
Conditions:
¤ current player has exactly 12 deaths of "mineral field"
Actions:
¤ preserve trigger
¤ modify ressources for current player: add 5 ore
¤ set deaths of "mineral field" for current player: set to 0

~12 deaths are 1 sec with hypertriggers.
Use the same method to create rines for the players.
or if u use no timer with spawning, u create 12 rines per sec.
[right][snapback]586137[/snapback][/right]

You forgot to add for hyper triggers that your supose to copy until your maxed, remove 1 0 wait string, then add preserve trigger.

Look in tutorial or wiki for better information
http://www.staredit.net/index.php?act=tuto...ort&type=search
Report, edit, etc...Posted by rustyknife5 on 2006-11-09 at 19:00:40
Thank you for your replys. it seems like this is an unfamiliar method in my opinion but i will try it out and start experimenting with it. The "Wait 0" trigger slowed down the marines respawning rate and now i just need to work on fixing the minerals reaccumulation rate. but ill get to that when i can.
Report, edit, etc...Posted by fritfrat(U) on 2006-11-09 at 20:56:55
Even though it would probably be best to have hyper triggers and use counters for your timings, you could get away with just putting the two events in the same trigger with waits so they would stack. That's kind of patching the wound instead of healing it, though, if I may use such a cliché.
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