Staredit Network

Staredit Network -> UMS Assistance -> Wait triggers
Report, edit, etc...Posted by Sie_Sayoka on 2006-11-28 at 20:34:24
so anyway i was making a nice intro for my map when the wait triggers stopped working. I tested it before and it worked fine so anyone have an idea whats going on?
Report, edit, etc...Posted by fritfrat(U) on 2006-11-28 at 20:55:01
Wait blocks, most likely. Make sure there aren't two triggers running with waits at the same time, that hyper triggers are owned by a different player, etc. Most likely you just added another trigger that uses waits and it interfered with the original ones.
Report, edit, etc...Posted by Falkoner on 2006-11-28 at 21:13:28
More info on wait blocks, is a wait block happens when 2 waits are happening at the same time for the same player (note that the forces count as all the players in that force) waits will take turns waiting on eachother, so lets say one wait is 50 milli and other is 100 milli, then one will go off, then the other will go off while the other waits to go off again if it is preserved.

Hypertriggers will cause massive wait blocks, but although they speed up all the triggers in the map, no matter what force they are in, they will not make wait blocks for other players that they aren't in.
Report, edit, etc...Posted by Sie_Sayoka on 2006-11-28 at 21:30:39
ok thx. now that i know what might be the problem ill try fix it...
Report, edit, etc...Posted by ShizTheresABear on 2006-11-29 at 16:21:15
Instead of using wait triggers you could spend more time (but more efficiently) doing death counters. Either that, or you could just be extremely careful about how long and where you put your wait triggers.
Report, edit, etc...Posted by Falkoner on 2006-11-29 at 17:35:31
Death counters work like this:

Every 2 seconds the game goes through your triggers and checks all the conditions if you don't have hypertriggers.
So you just tell it to constantly remove on or add one death counter and so 2 death counters would be 4 seconds, 3 would be 6 etc...

With hypertriggers the conditions will be checked 12 times each second, so you would have 24 deathcounts be 2 seconds and so on.
Report, edit, etc...Posted by Sie_Sayoka on 2006-11-29 at 18:07:21
I already sorted out the problems for the wait triggers. Id like to stay away from death counters because its just too much time wasted and because i dont have room in my map bleh.gif
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