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Staredit Network -> UMS Assistance -> AN OTHER 2 QUESTIONS!
Report, edit, etc...Posted by payne on 2007-01-30 at 19:29:28
I like to ask for 2 questions at a time tongue.gif

1st : Can we desactivate Hyper Trigger while you are playing? Like changing the Always condition to something else. And if I put Hyper Triggers for P1 to P7 and I do a trigger for P8... is it going to run with hyper triggers?
2nd : Can someone explain me the wait block thing?You know, when a wait action does block other things and screw up everything...
Report, edit, etc...Posted by MicAarZur on 2007-01-30 at 19:38:41
OK, you can do hyper triggers for one player and it works for all players.

Want to disable / enable hyper triggers?

Instead of always in the conditions put something like 'HYPERS' is set

Then when you want to deactivate them disable 'HYPERS'







Ok, so your triggers fire for each player, starting with the first trigger.
First all of the triggers without waits fire or something like that, then, it goes down the list of triggers firing one by one, waiting until the wait is over to go onto the next trigger.

Horrible explanation. Check the tutorials.
Report, edit, etc...Posted by Falkoner on 2007-01-30 at 19:39:02
1.Yes, simply use a switch as the condition and you can turn it on and off.
You only need one set of hypertriggers for all the triggers in your map to speed up, so you don't need to have hypertriggers in 2 player slots, just 1.

2. Wait blocks happen when more than one wait is being told to run for the same player slot at the same time, when this happens, one wait will have to wait for the other wait to finish before the second one can start waiting. Each time a wait is fired it checks all the triggers again, that's how hypertriggers work, use tons of short waits and as it goes through them it checks all the conditions of the triggers above it each time it hits a wait 0 milliseconds, this is also why when you turn off hypertriggers, the triggers will continue to run quickly for a while after the hypertriggers have been turned off.
Report, edit, etc...Posted by fritfrat(U) on 2007-01-30 at 19:39:14
You could technically deactivate the hyper trigger... it would have to finish the waits that are already lined up to be fired, but after that, it should stop. And yes, if you have hyper triggers just under 1 present player, all other players' triggers will be effected by it.

And here's a little bit of info on wait blocks:
http://www.clanunknown.net/WaitBlocks?v=1a2o
Report, edit, etc...Posted by Falkoner on 2007-01-30 at 19:47:01
Also, know that you can place waits in another player's trigger section and it will not be affected whatsoever by the hypertriggers.
Report, edit, etc...Posted by DT_Battlekruser on 2007-01-30 at 23:23:26
Fritfrat makes a point in that once your hypertriggers start executing, you won't be able to stop them until the next NEO, which tends to be between 3 hours and 5 weeks with common hypertrigger setups. In order to disable hypertriggers in a timely manner, the NEO would have to be frequent enough so as to un-do the point of hypers in the first place.
Report, edit, etc...Posted by Falkoner on 2007-01-31 at 09:14:09
Really? That is interesting, so would you be able to disable hypertriggers that have been running for... a minute? because if not then that will be very annoying for my map...
Report, edit, etc...Posted by rockz on 2007-01-31 at 15:50:17
Since I use cross player hyper triggers, the NEO is never reached. However, I think it can be tweaked to force the NEO faster, using the conditions.

Trigger("Player 8"){
Conditions:
Deaths("Player 8", "Zerg Marker", Exactly, 1);
Switch("Switch1", set);

Actions:
Preserve Trigger();
Wait(0);
Set Deaths("Player 8", "Zerg Marker", Set To, 0);
Wait(0);
Comment("Hyper Trigger #2");
}

//-----------------------------------------------------------------//

Trigger("Player 7"){
Conditions:
Switch("Switch1", set);

Actions:
Preserve Trigger();
Wait(0);
Set Deaths("Player 8", "Zerg Marker", Set To, 1);
Wait(0);
Comment("Hyper Trigger #1");
}

//-----------------------------------------------------------------//

I have players 8 and 7 as computers, though you may be able to experiment and get it to work better without the players. Anyway, the NEO for this is very quick when one of the triggers stops running. Generally the one owned by player 7 is always running, but you can set it using a switch, or preferably a death switch, to turn on/off the hyper triggers.
Report, edit, etc...Posted by Falkoner on 2007-01-31 at 17:47:35
So about how many times per second does this run?
Report, edit, etc...Posted by rockz on 2007-02-01 at 09:48:37
12, like all hyper triggers. But, the NEO when they cut out is around 4 runs.
Report, edit, etc...Posted by spinesheath on 2007-02-01 at 13:46:23
QUOTE(DT_Battlekruser @ Jan 31 2007, 12:23 AM)
Fritfrat makes a point in that once your hypertriggers start executing, you won't be able to stop them until the next NEO, which tends to be between 3 hours and 5 weeks with common hypertrigger setups.  In order to disable hypertriggers in a timely manner, the NEO would have to be frequent enough so as to un-do the point of hypers in the first place.
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Wrong. The NEO only gets delayed that much if there always are triggers available that can restock the wait stack. Since you are disabling all HTs, there can't be that many waits left that would push the NEO back 3 more hours.
I made some tests where I manually toggled the HT state ingame to verify this, and I always had to wait approximately 12 seconds in a 3 * 62 HT setup until the HTs stopped.
I made another test, where every HT had a "create unit" at it's very end, and did this with 5 HTs that were disabled immediately after they ran once. 5 lings were spawned, with a delay between each other that was probably 81 * 62 milliseconds.

The cross player HTs probably are the best choice, though, if you want them toggleable. I wouldn't use the DC, though, 2 switches are the better choice for this, since a DC can be used for much more than a mere 2- or 3-way switch...
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