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Staredit Network -> UMS Assistance -> Unit Halt Trigger
Report, edit, etc...Posted by r[s]t on 2004-08-22 at 02:59:53
can anyone make the trigger for me? it just aint working for me.

and explain hyber triggers....
Report, edit, etc...Posted by Darvon(MC) on 2004-08-22 at 03:07:07
Hyper triggers are used to speed up all triggers under the section you put them. But if you put them under all players you will speed up all the triggers. This is what a hyper trigger looks like:


Conditions:
Always

Actions:
Wait 0 miliseconds
Wait 0 miliseconds
Wait 0 miliseconds
Wait 0 miliseconds
Wait 0 miliseconds
Wait 0 miliseconds
Wait 0 miliseconds
Wait 0 miliseconds
Wait 0 miliseconds
Wait 0 miliseconds
Wait 0 miliseconds
Preserve Trigger

The more of these you have, the faster your triggers will go. Also always keep hyper triggers at the bottom of all your triggers in that section.

Edit: Oh and I could show you how to do that unit halt trigger, but i need to know what exactly you want to use it for.
Report, edit, etc...Posted by EzDay281 on 2004-08-22 at 03:49:52
Center location on unit to be halted
Order unit to that locationm
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-22 at 07:55:20
Use the resources already avalable to you.

Unit Halt
http://www.staredit.net/?showtopic=1885#topic32

Hyper Trigger
http://www.staredit.net/?showtopic=1885#topic30

I don't feel like explaining hyper hyper triggers work again. Just search the database here for it, its something like "How to hyper triggers work" there is a recent thread on the topic.


PS. Darvon(MC):
Hyper triggers always effect all players, it doesn't matter who owns them. Also adding more copies doesn't make it go faster, it just makes the effect last longer.
Report, edit, etc...Posted by eXile5 on 2004-08-22 at 11:29:16
QUOTE((U)Bolt_Head @ Aug 22 2004, 06:55 AM)
Also adding more copies doesn't make it go faster, it just makes the effect last longer.

So what would be recommended number of hyper triggers?
Report, edit, etc...Posted by NerdyTerdy on 2004-08-22 at 11:31:05
I usually do like the one hyper thing 5 times or 10 times.
Report, edit, etc...Posted by FaZ- on 2004-08-22 at 13:25:39
The recommended number depends on how long your map will last. For example, a 5 minute map would only need 15-20 waits, where as a 2 hour long map would require 4-5 blocks of 62 waits.
Report, edit, etc...Posted by VoidArchon(MC) on 2004-08-22 at 14:00:04
For hyper triggers use:

Players:
- Player #
Conditions:
- Always.
Actions:
- Comment.
- Wait 0... (i suggest hold "C" till it hits the bottom "C" for Copy)
- Preserve.

For halt trigger use:

Players:
- Player #
Conditions:
- Use what ever you need here to set it off.
Actions:
- Comment.
- Center location 'Halt' on 'Unit' owned by 'Player #'.
- Move 'All' 'Unit' for 'Player #' at 'Halt' to 'Halt'.
- Preserve.

That should work, it worked for me in a couple maps.
Report, edit, etc...Posted by FaZ- on 2004-08-22 at 14:01:58
The above would only work with a small halt location, but otherwise you could order the unit to stop repeatedly and that should work no matter the size of the location.
Report, edit, etc...Posted by Nozomu on 2004-08-22 at 15:03:20
Geez, read the tutorial, guys. The unit halt uses two triggers, one to move the halted unit if it strays from its location, and one to center the moving location on the unit if it hasn't strayed. This way it can never get stuck.
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