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Staredit Network -> UMS Assistance -> Any special order for triggers?
Report, edit, etc...Posted by F_A_X on 2004-09-10 at 04:57:47
It seems that triggers not in right order may cause some bugs...
Report, edit, etc...Posted by Kow on 2004-09-10 at 05:54:49
Hyper triggers at the bottom? Top? Middle? Try putting any and all hyper triggers at the bottom. Or for a different player... Maybe you just miscalculated something...
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-10 at 10:18:34
Hypertriggers in a player that has no other triggers with waits. Put non-preserved triggers in the order that they would happen. Nothing else really matters.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-09-10 at 13:32:55
What are you guys talking about, trigger order is one of the most common "bugs" people can't figure out on there own. Besides he didn't even mention hyper triggers.

Trigger order matters for alot of stuff, a simple example would be a bound. You can't kill the unit before you create it, Because well its not there. Of course most problems are not that ovious most mapmakers only get the order correct by being lucky, when its wrong they end up deleting the triggers and remaking them.

Now you might be only refering to actual triggers and not just actions. Well trigger order is also important for that as well. Take random triggers for example. If your trigger that randomizes the switches is after the other triggers your randomization will have to wait for next round causing unessiary delay. There are dozens of examples of all kinds of conflicting triggers that are caused by the order there in. Almost every action can be neglicted by others and every time these are used the order has to be considered.

Switches can be reversed by other triggers too soon
Units given away can be given back too soon
Center locations can be centered again.
display text can be overwritten.
move units can be moved elsewhere
death scores can be reversed or added at wrong times.
and thats just to list a few
Report, edit, etc...Posted by Mini Moose 2707 on 2004-09-10 at 13:49:53
Ever play one of those crappy "RPG"s where you killed a unit and got 50 minerals? Then two seconds later you got 10 more. Then 5 more. Then 2 more. Then 1 more. Each with a two-second gap? That mapper did his kills to cash score in order from least to greatest.
Report, edit, etc...Posted by Stereo on 2004-09-10 at 18:03:46
Another problem that can be caused by this is that some of the actions take a little while to run (kill units I think is one) so if you assume they will be done soon it messes stuff up because it skips triggers for a round and sometimes even runs the same trigger again before the unit actually dies.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-09-10 at 19:21:15
Sometimes the bugs can be fixed so obviously though. If people thought about their triggers more, they would probably work a lot better.
Report, edit, etc...Posted by ShadowBrood on 2004-09-10 at 19:32:39
ok in a bound then you dont really have ti worry about it. but in stuff like rpgs, if it doesnt preserve sometims you run into bugs. wait do you mean on the trigger list? or in a trigger box for making triggers do stuff.
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-10 at 23:39:07
QUOTE
What are you guys talking about, trigger order is one of the most common "bugs" people can't figure out on there own. Besides he didn't even mention hyper triggers.

Trigger order matters for alot of stuff, a simple example would be a bound. You can't kill the unit before you create it, Because well its not there


That's action order. tongue.gif
Report, edit, etc...Posted by F_A_X on 2004-09-10 at 23:40:47
thx

But I think that no one will kill a unit before it tongue.gif

And I want to know more
Report, edit, etc...Posted by MapUnprotector on 2004-09-10 at 23:42:20
what more is there to know? just look at your triggers and think of it as like a flow chart
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