1. Hyper triggers nullify all other wait actions, right? So would I have to create a virtual timer? Besides burning terran buildings, can this be accomplished some other way?
2. How do hyper triggers actually work? Do they just keep starcraft focused on triggers constantly? curious.
3a. If I have let's say, 10 locations constantly moving with a player, and there's 4 players in the game, would that effect game play or the triggers?
3b. If I'm using hyper triggers, would I even need 10 locations per player? Perhaps they could share the locations and the triggers would shoot off fast enough that there would be no weird affects? Thinking like spell range - short, medium, entire screen.
4. What are the limits for...
- a. locations on maps?
- b. units on maps? (I tried filling an entire 64x64 map section with neutral map revealers to block map hack, but eventually starforge earsed them after a certain limit)
- c. triggers? (is it easy to max out?)
- d. strings?
5. If I create 5 units at a huge location, would their spawn points be randomly scattered throughout the location or be centered?
6. If I'm using hyper triggers, is there anyway to create like a roulette for randomness with strict equality of chance? How about....
Condition:
Always
Actions:
Set Switch 1
Clear Switch 1
Set Switch 2
Clear Switch 2
etc....
and then like...
conditions:
player x brings unit to location
switch 1 is set
action ?
and do so for every switch...
AND THEN
default action (highest probrabilty [50% chance]) =
conditions:
player x brings unit to loaction
switch 1 is clear
switch 2 is clear
etc.
actions : display text 'haha nothing happened'
Would that work? Or would starcraft be cycling through the switches so much that it'll always seem to have all the switches cleared?
More to come
