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Staredit Network -> UMS Assistance -> [SOLVED] How do you do hyper triggers?
Report, edit, etc...Posted by EviLDuDe on 2006-12-30 at 11:39:45
Topic..
Can anyone put it simpler? Where do you put the action?

Trigger
Players:
¤ Player 8
Conditions:
¤ Always
Actions:
¤ Run AI script 'Junkyard Dog' At "Friends"
¤ Wait 0 milliseconds
¤ Wait 0 milliseconds
¤ Wait 0 milliseconds
¤ Wait 0 milliseconds
¤ Wait 0 milliseconds

I put in "Wait 0 Milliseconds" 63 times, then put Preserve trigger. I then made a new trigger, exactly the same without the AI Script. Is that correct? The units do walk around, but they just walk around. They dont go crazy like i want them too.
Report, edit, etc...Posted by Gigins on 2006-12-30 at 12:10:30
Condition: always
Actions:
Copy the "wait 0" as till you can't copy anymore.(64)
Delete 2
Add a preserve action
Add a comment

Then copy the trigger 3 times.

Simple as that. teehee.gif
Report, edit, etc...Posted by EviLDuDe on 2006-12-30 at 12:17:06
QUOTE(Gigins @ Dec 30 2006, 05:10 PM)
Condition: always
Actions:
Copy the "wait 0" as till you can't copy anymore.(64)
Delete 2
Add a preserve action
Add a comment

Then copy the trigger 3 times.

Simple as that. teehee.gif
[right][snapback]607583[/snapback][/right]


Trigger
Players:
¤ Player 8
Conditions:
¤ Always
Actions:
¤ Wait 0 Millseconds (x62)
¤ Preserve Trigger
¤ (Add comment)


But where do you put in the Junkyard Dog thingy!? Sorry, im newb at map making.
Report, edit, etc...Posted by chuiu on 2006-12-30 at 12:17:28
You don't put the action in the hyper triggers. You put the action in a seperate trigger.
Report, edit, etc...Posted by EviLDuDe on 2006-12-30 at 12:20:42
QUOTE(chuiu @ Dec 30 2006, 05:17 PM)
You don't put the action in the hyper triggers. You put the action in a seperate trigger.
[right][snapback]607587[/snapback][/right]


So...
Trigger
Players:
¤ Player 8
Conditions:
¤ Always
Actions:
¤ Wait 0 Milliseconds (x62)
¤ Preserve Trigger
¤ (add comment)


So end that, copy that x3 then...

Trigger
Players:
¤ Player 8
Conditions:
¤ Always
Actions:
¤ Execute AI Script "Junkyard Dog" At "Friends"
¤ Preserve Trigger


Please say if this is right/wrong.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-12-30 at 12:21:36
Yes, but I don't know why you would want to do that. It'll make the units pretty fidgety.
Report, edit, etc...Posted by EviLDuDe on 2006-12-30 at 12:28:40
K, thx. But it makes the income of minerals on my map go up super fast... Why is that?.. The Trigger works though.
Report, edit, etc...Posted by chuiu on 2006-12-30 at 12:53:50
Maybe its because you're waiting 0 milliseconds before each trigger run? (Ok, its actually not as fast as 0 but you don't know that).
Report, edit, etc...Posted by Oo.Insane.oO on 2006-12-30 at 13:03:13
QUOTE(EviLDuDe @ Dec 30 2006, 12:28 PM)
K, thx. But it makes the income of minerals on my map go up super fast... Why is that?.. The Trigger works though.
[right][snapback]607595[/snapback][/right]


Do you have waits after your + to mineral triggers to stop from going too fast?
Report, edit, etc...Posted by dumbducky on 2006-12-30 at 13:04:55
Hyper triggers make triggers run really fast. Post your mineral triggers and we'll show you how to fix them.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-12-30 at 13:09:19
QUOTE(EviLDuDe @ Dec 30 2006, 01:28 PM)
K, thx. But it makes the income of minerals on my map go up super fast... Why is that?.. The Trigger works though.
[right][snapback]607595[/snapback][/right]


What I meant is that your junk yard dog trigger would've gone really fast over and over again, so the units in the location would've been being told to randomly move about 12 times a second, making them pretty fidgety.
Report, edit, etc...Posted by EviLDuDe on 2006-12-30 at 13:09:57

Trigger
Description:
Mineral..
Players:
¤ Player 1 (and so on)
Conditions:
¤ Always
Actions:
¤ Modify Resources for current player. Add 1 Mineral
¤ Wait 100 Milliseconds.
¤ Preserve Trigger


Here are my triggers. I did them all for seperate players, (Redid them all for each player, changing the "Player" bit)

Report, edit, etc...Posted by Oo.Insane.oO on 2006-12-30 at 13:20:16
QUOTE(EviLDuDe @ Dec 30 2006, 01:09 PM)




Trigger
Description:
Mineral..
Players:
¤ Player 1 (and so on)
Conditions:
¤ Always
Actions:
¤ Modify Resources for current player. Add 1 Mineral
¤ Wait 100 Milliseconds.
¤ Preserve Trigger


Here are my triggers. I did them all for seperate players, (Redid them all for each player, changing the "Player" bit)
[right][snapback]607608[/snapback][/right]


You could have just done force 1 for all of the players and 100 milliseconds isnt long thats probably why it does it so fast try making the time like 500 milliseconds just to see if it actually makes it longer and than edit it to your liking from that if not it could be something else
Report, edit, etc...Posted by EviLDuDe on 2006-12-30 at 14:09:41
QUOTE(Lakai @ Dec 30 2006, 06:20 PM)
You could have just done force 1 for all of the players and 100 milliseconds isnt long thats probably why it does it so fast try making the time like 500 milliseconds just to see if it actually makes it longer and than edit it to your liking from that if not it could be something else
[right][snapback]607611[/snapback][/right]


I'll try
Report, edit, etc...Posted by rockz on 2006-12-30 at 15:04:28
Okay, if you are somewhat serious about learning how to make maps, I suggest you actually read Dabbu's Tutorial on WHY hyper triggers work the way they do. Otherwise you can just blindly put in 3 hyper triggers on a comuter player (or for every player) and enjoy the fact that all your triggers will run EVERY 84 MILLISECONDS. That is a very important part of hyper triggers to remember.

In my opinion, waits are worthless in starcraft, because I always use hyper triggers whenever possible. If you want to use a wait at any time, consider removing that wait, and adding in a condition for death counters.

I can't seem to get the triggers to work right now, so just bear without the fancy layout.

Condition:
Current Player has suffered 12 deaths of <any unkillable unit will do here>
Action:
Add 1 ore for Current Player
Preserve Trigger

Then have a separate trigger

Condition:
Always
Action:
Add 1 death of <that unkillable unit> for Current Player
Preserve Trigger

Now, every 12 trigger runs (which is roughly 1 second), the current player will get 1 mineral. Granted it takes up 2 triggers, but it always works, and doesn't bother with nasty unpredictable wait blocks.

Alternatively, if you have read the tutorial, you can setup your hyper triggers to run a tad bit slower, by waiting OVER 84 milliseconds. So, if you wait 100 milliseconds over and over in your hyper triggers, the game will round those off to the next breakpoint, which is probably 168 milliseconds, but I don't know for sure.

The problem with my second method is that all your triggers will run slower, and I don't know by how much. If you really want to know, try it for yourself.

For the hyper triggers to work correctly, you probably have to have them at the top of the trigger list, but again, I'm not entirely sure.
Report, edit, etc...Posted by EviLDuDe on 2006-12-30 at 16:54:50
QUOTE(EviLDuDe @ Dec 30 2006, 07:09 PM)
I'll try
[right][snapback]607622[/snapback][/right]


Somehow, 500 makes it go faster.

ADDITION:
I dont understand much in that tutorial... Or what you've just said. Im gonna hit the sack now, thanks everyone who helped. Ill try again tomorrow. Bye
Report, edit, etc...Posted by Puddin on 2006-12-31 at 05:29:43
QUOTE(EviLDuDe @ Dec 30 2006, 11:09 AM)




Trigger
Description:
Mineral..
Players:
¤ Player 1 (and so on)
Conditions:
¤ Always
Actions:
¤ Modify Resources for current player. Add 1 Mineral
¤ Wait 100 Milliseconds.
¤ Preserve Trigger


Here are my triggers. I did them all for seperate players, (Redid them all for each player, changing the "Player" bit)
[right][snapback]607608[/snapback][/right]

That's why your minerals go up so fast. Hypertriggers take out the wait time for "Preserve Trigger", try setting the wait time to 1000 miliseconds or 2000 miliseconds, (Or however long you want to wait).
Report, edit, etc...Posted by EviLDuDe on 2006-12-31 at 05:45:52
QUOTE(Puddin @ Dec 31 2006, 10:29 AM)
That's why your minerals go up so fast.  Hypertriggers take out the wait time for "Preserve Trigger", try setting the wait time to 1000 miliseconds or 2000 miliseconds, (Or however long you want to wait).
[right][snapback]607886[/snapback][/right]


Yeah , its alright now i changed it to 900 and its good. Thx
Report, edit, etc...Posted by Pyro-Fire on 2006-12-31 at 11:08:11
Topic seems solved.

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