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Staredit Network -> UMS Assistance -> 8 Players With Hyper?
Report, edit, etc...Posted by SeNzAZN on 2004-08-20 at 20:02:24
If I'm making an 8 player golems map, is it better that I don't add hyper triggers or should I add it for "All Players"?
Report, edit, etc...Posted by phatdiddy on 2004-08-20 at 20:03:58
Give the hyper triggers to the player with the least triggers and no waits.

And only give them to one player. No force or all players.
Report, edit, etc...Posted by SeNzAZN on 2004-08-20 at 20:42:03
All players will have same amount of triggers, and theres no telling who would stay in the game the longest or even be in it at all. Giving it just to 1 player is out of the question.
Report, edit, etc...Posted by KaboomHahahein on 2004-08-20 at 20:53:58
Put the hyper trigger for the computer and put all you triggers above the hyper trigger. Well thats how I usually do it
Report, edit, etc...Posted by phatdiddy on 2004-08-20 at 20:54:11
You must not understand how they work. Hyper triggers for one player affect everyone, that's right everyone. So if you give it to player 8 all triggers will fire faster.

So assuming you have no other waits go and give them to one of the players. If all players have waits either try to fix that, give the triggers to someone else, or, um, I dunno something else.

Just give them to 1 player and everything will work fine.
Report, edit, etc...Posted by Nozomu on 2004-08-20 at 21:07:31
Wrong! What if that player isn't in the game? The hyper triggers won't fire. I say give 'em to all players and pray to Satan that you don't have any waits in any of the players' other triggers.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-20 at 21:12:32
QUOTE(Nozomu @ Aug 20 2004, 08:07 PM)
What if that player isn't in the game?

How can a computer not be in a game.
Report, edit, etc...Posted by phatdiddy on 2004-08-20 at 21:16:37
That's why doing 8 human player maps is dumb. Just give them to like player 1 and tell the people in the force name that player 1 is required.

Hopefully people will read it, but most likely they won't.

How bout just have 7 human players and use player 8 as a comp for the hyper triggers.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-08-20 at 21:17:54
Just give it to All Players. It'll have the same effect.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-20 at 22:32:28
QUOTE(Dawg @ Aug 20 2004, 08:12 PM)
QUOTE(Nozomu @ Aug 20 2004, 08:07 PM)
What if that player isn't in the game?

How can a computer not be in a game.

Oh. Hes making a 8 player game. O_o Looks like i didnt read the first post. tongue.gif

Then do what nozomu says and give it to all players.
Report, edit, etc...Posted by KaboomHahahein on 2004-08-20 at 22:42:22
Ohh 8 player..but wont you need a comp for the units choosing and the becons?
I am refering the the old golems. I havent played the newer ones. But the older ones needed becons for the combos and stuff
Report, edit, etc...Posted by SeNzAZN on 2004-08-20 at 23:07:04
I'm using Player 12 for beacons and things like that
Report, edit, etc...Posted by KaboomHahahein on 2004-08-20 at 23:15:55
ohh anyways good luck on your map
Report, edit, etc...Posted by mianmian on 2004-08-21 at 00:11:52
No dont give it to all players it lags up the game
Report, edit, etc...Posted by Paella on 2004-08-21 at 00:35:38
give it to all player, even if you have any waits for those players, hyper only mess up when you ADD triggers with waits
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-21 at 00:53:49
Create the hyper triggers for all players (or players 1-8, same thing). Like nozomu and some others have already said. mianmian doesn't know what he is talking about, hyper triggers will not cause your map to lag. Specific events speed up by hyper triggers can cause lag, but having hyper triggers owned by all players as opposed to a single player doesn’t change that.

You will need to make sure that the hyper triggers are at the end of the trigger list. If there any triggers with a wait action following the hyper triggers, they will not work properly.

Make extra sure that The hyper triggers are at the very end. If you create the hyper triggers for the "all players" group, then triggers owned by each of the players specifically can still be after the hyper trigger. (even though it doesn't appear that way) Move the hyper trigger to each player to check where it is or simply delete and remake it if you have problems.

Lastly do not use any long waits (over 1000 milli seconds) And make sure you have no other triggers constantly running with waits in them, other than your hyper triggers of course. You probably won't have any problems with it but if you do keep this in mind.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-21 at 18:48:34
If you want to avoid waits then use burning buildings or ordering units to a locaiton.
Report, edit, etc...Posted by .Coko[CK] on 2004-08-21 at 18:50:52
If you need to use some kind of "Wait" idea, use a "Custom/Death" Counter, and have a trigger making it constantly go upwards and being reset at a certain amount, it will fire at about 2 a second for Hyper Triggers, so 2 Death Counts = 1 second, or so i believe. Then have it so that one will fire for a certain "Wait" and do it that way.
Report, edit, etc...Posted by Stereo on 2004-08-21 at 20:13:41
Hyper triggers fire around 8.9 times a game second blink.gif
Report, edit, etc...Posted by nyczdigga on 2004-08-23 at 02:38:53
hypers affect every player, if you place it under "all players" or "Player 8", all players will get affected.
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