Staredit Network

Staredit Network -> UMS Assistance -> For Hyper Trigger to working
Report, edit, etc...Posted by KingOfBloodBath on 2006-11-29 at 12:32:11
I read the instrcution of Hyper trigger on this web said I need at least 3 Hyper Triggers placed in my map in order to make it work.

Is it true? Cause I recently was concern my hyper trigger might not in fact working in my map, I only have 1 hyper Trigger asign to a computer user which do not contain any other wait trigger, so there should not be any wait lock.

and after all, how do I test wheither the Hyper Trigger is making effects.
Report, edit, etc...Posted by Zeratul_101 on 2006-11-29 at 12:34:58
put 3-5 hypers

if you want to see the difference between hypered andnon-hypered maps. create one map with 3-5 hypers(63 wait 0's and a preserve) and add another trigger with always and creates one marine at anywhere. look at the speed it spawns at. now disable the hypers and run the map again. big difference...
Report, edit, etc...Posted by spinesheath on 2006-11-29 at 13:17:32
How long do you plan people to play your map, Zeratul?

3 HyperTriggers with 63 waits each result in about 5.83443 hours until the NEO;
4 HyperTriggers are 367.56909 hours ~ 15 days;
5 HyperTriggers are 23156.85267 hours ~ 2.5 years.

Really, with all my respect for your maps, but that's a LITTLE too long. sweatdrop.gif

Also, the number of hypers does not affect their speed. If anything, then more hypers result in more lag. The only thing you'll notice is that little 2-seconds-break between the phases of fast trigger runs when you have only one or few hypers with few waits.
Report, edit, etc...Posted by CornMuffin on 2006-11-29 at 13:57:56
Having only 1 hyper trigger should still work, just make sure its at the end of the list of triggers, and if its for a player/team that has no triggers on it then after u create sum triggers for other teams/players, just copy and paste the hyper trigger and delete the original, this will make it at the end of the list...Triggers that are after the hyper trigger will not work at all...Also i noticed that after 3-4 hyper triggers, adding more doesn't really make much of a defference.

Having the hyper trigger will make the triggers before the hyper trigger retrigger faster if it is preserved and it will make the units alittle faster.
Report, edit, etc...Posted by spinesheath on 2006-11-29 at 15:09:25
QUOTE(CornMuffin @ Nov 29 2006, 02:57 PM)
[...] and it will make the units alittle faster.
[right][snapback]596722[/snapback][/right]


wallbash.gif
nope.
Report, edit, etc...Posted by fritfrat(U) on 2006-11-29 at 18:28:12
With one hyper trigger, you get a 2 second wait about every 5 seconds. You should have 3+ hypers if you use them, though it does really not matter how many you have past 3, generally.
Report, edit, etc...Posted by Zeratul_101 on 2006-11-29 at 20:54:07
QUOTE(spinesheath @ Nov 29 2006, 10:17 AM)
How long do you plan people to play your map, Zeratul?

3 HyperTriggers with 63 waits each result in about 5.83443 hours until the NEO;
4 HyperTriggers are 367.56909 hours ~ 15 days;
5 HyperTriggers are 23156.85267 hours ~ 2.5 years.
[right][snapback]596715[/snapback][/right]


lol, its jsut that some people ABSOLUTELY INSIST on 5, and seemingly refuse to believe that HT will work with less that. hence, i put 3-5, cause 3 is perfection while 5 is meant to prevent debate.

ps, Salicious(U) used 11 HT in one of his concept maps. for w/e reason...
Report, edit, etc...Posted by spinesheath on 2006-11-30 at 00:15:06
Imo you should keep their number as low as possible. For esthetical reasons and because the more triggers running, the laggier the game, basically.
It's not really likely that you will notice a difference between 3 and 5 HTs, but still I don't expect someone to play a map for 2.4 years...
Next Page (1)