I am making a map.
I need some way to get three scarabs every 5 milliseconds.
I cannot use wait triggers.
I need a way to do this without using an overly complex mineral counting system and a lot of locations.
I need your help.
well im not sure if you could get 3 every five miliseconds without waits but the only thing i can think of is to use death counters to make a bunch of reavers and then move the scarabs using the waits with death counters. itll be difficult to do
Move a whole bunch of scarabs to a location using preserve trigger and the scarab method. Then have a death counter constantly going up and when it reaches 5 or something like that, teleport a scarab from your resevoir to where you want it to go.
Somthing I haven't tested is to create a reaver and keep it there just long enough to fire it's scarab, and then remove it and create another one. You'd be able to pump out scarabs faster.
That dosnt help. Its just an overly complex death counter system. I really need something thats simple.
EDIT:

it never mind... im doing it the long way. Thanks for your help.
EDIT: new question: exactly how long does it take a reaver to fire?
i have it in an arena map lemme go check it then ill edit this post
edit:ok what i did is create the reavers and have another trigger to always modify the hangar to 10 and then have an enemy unit near that the reavers can attack then wait 1000 mili seconds then kill them and restart the process. dont forget the hypers and to move the scarabs to the area u want them to be made.
so basically a second to fire for a rough estimation
Like Vindexus said. You oculd have a lot of scarabs in a sepparate area and then move them to the area that you desire.
You can't use Death Counters in this becasue they aren't fast enough for 5 milliseconds(they fire 12 a second if I don't mistaken)
The only way you will get 5 milliseconds is by waits.
I already figured out a way to do the scarab thing i just didnt wanna take the time. Anyone know the exact time it takes a reaver to fire?
I don't know the exact time it takes them to fire. But, you could put several reavers in a zig-zag pattern and order them to attack at different times so the scarabs wouldn't be teleported at bunches.
But for the reavers, it probably a couple seconds. Get a stop-watch and time it.

You know the smallest increment of time in SC is 84 milliseconds. So if you wanted 3 every 5 millis seconds it would be the same as having a preserved trigger creating 50 units on a hyper trigger. You would max your units units before 3 seconds is up.
Scarbs is a whole differant issue.
QUOTE(Chill @ Nov 8 2004, 04:55 PM)
That dosnt help. Its just an overly complex death counter system. I really need something thats simple.
EDIT:

it never mind... im doing it the long way. Thanks for your help.
EDIT: new question: exactly how long does it take a reaver to fire?
[right][snapback]96297[/snapback][/right]
According to LenLen over at blizzforums.com, the reaver fires an average of 15 attacks per minute.
If you want to check out his full post, here is the url:
http://blizzforums.com/showthread.php?t=41267Also, please don't give me credit for his research. I didn't participate in any way.
It IS easy to use Death Score. Just involves 2 triggers:
1st one)
Conditions: Always
Actions: Increment Deaths of Mineral Field 3 (or whatever unit you use) by 1, Preserve Trigger
2nd one)
Conditions: Deaths of Mineral Field 3 is at least 60
Actions: Set Hangar Count to 3, Set Deaths of Mineral Field 3 to 0, Preserve Trigger
60 comes pretty close with hyper triggers. You might want to do your own testing to finetune it.
Or you could use the Countdown Timer instead of a Death Score.
And Scarabs can't be created, for those 'advanced' editors that didn't knew.
QUOTE(SA_Max71 @ Nov 8 2004, 07:59 PM)
According to LenLen over at blizzforums.com, the reaver fires an average of 15 attacks per minute.
If you want to check out his full post, here is the url:
http://blizzforums.com/showthread.php?t=41267Also, please don't give me credit for his research. I didn't participate in any way.
[right][snapback]96376[/snapback][/right]
QUOTE(Thels @ Nov 9 2004, 10:11 AM)
It IS easy to use Death Score. Just involves 2 triggers:
1st one)
Conditions: Always
Actions: Increment Deaths of Mineral Field 3 (or whatever unit you use) by 1, Preserve Trigger
2nd one)
Conditions: Deaths of Mineral Field 3 is at least 60
Actions: Set Hangar Count to 3, Set Deaths of Mineral Field 3 to 0, Preserve Trigger
60 comes pretty close with hyper triggers. You might want to do your own testing to finetune it.
Or you could use the Countdown Timer instead of a Death Score.
And Scarabs can't be created, for those 'advanced' editors that didn't knew.
[right][snapback]96463[/snapback][/right]
Did I say anywhere in my first post that you can create scarabs?

Anyways, you can't place them using sc xtra and expect them to show up on the map when you play it, but I have reason to believe you can place them using SCMDraft 2 and they show up on the map, although they might as well be a sprite for all the good it does. You can also create a trigger that will make a reaver always have at least 5 scarab inside it.
listen to bolt head hes like the best mapper here, and dont death counters fire 10 times a second with hypertriggers? so that would disprove Thels theory i think.
QUOTE(urmom @ Nov 9 2004, 12:07 PM)
listen to bolt head hes like the best mapper here, and dont death counters fire 10 times a second with hypertriggers? so that would disprove Thels theory i think.
[right][snapback]96493[/snapback][/right]
even the best mapper can be proven wrong

Yeah people can prove me wrong, people don't try as often as they should.
My point was only that having something happen every 5 milliseconds, or any event 5 milliseconds after another, is impossable in starcraft. Even if you make a trigger wait for 5 milliseconds it rounds up to 84.
Since waits round up to 84 milliseconds hyper triggers do as well. This means that hyper triggers cause triggers to fire once every 84 milliseconds. 1 second is 1000 milliseconds so 1000/84 = 11.9. Thus hyper triggers fire 11.9 times per second.
If you want to be more technical here is my exact findings of the same answer in italics because most likely no one cares
My previous test of 3 triggers with 62 waits and presreve trigger lasted 5hr 51min 03seconds. (or 21063 seconds)
Durring that time the triggers exicuted 250046 times.
If i take the TimesFired/Time then i will get how often triggers fire every second.
250046 / 21063 = 11.87133837
If i want to find how fast hyper triggers fire then i take the leanth of one second (in milliseconds) devided by times fired per second
1000 / (250046/21063) = 84.23650048
So hyper triggers fire about 11.9 times every second and the smallest wait is 84milliseconds.Thels trigger waits for 60 hypered trigger loops before replenishing the reavers. So 60 * 84.23 = 5054 milliseconds or 5 seconds. Meaning that it will cause the effect about every 5 seconds.
Chill requested that he wants 3 scarbs every 5 milli seconds. Since 84 milliseconds is the smallest increment of time he would have to create 16.8 times that to be equilant. (84/5=16.8). So 3*16.8 is 50.4units every trigger cycle.
Since the max units in the game is 1700 he could only do this 33 times before maxing the units (this is assumeing you could create scarbs directly). 84milliseconds *33 = 2772 milliseconds that the trigger can run until units are maxed.
Are you still reading? Well thats where i got my numbers

aren't you glad you listened. (how about we skip the part where i explain how i did my hyper trigger test)
That's interesting (U)Bolt_Head. Blizzard always say that there are 15 ticks per second on normal mode, so I guess you didn't use normal mode. Game seconds are still counted in 15 ticks per second though. If you read the manuals and things, it says the Marine takes 24 seconds to build, that's in fact 24 * 15 = 360 ticks.
But it's pretty obvious how since StarCraft can't wait less than 1 millisecond per tick, because the screen only updates on each tick, so even if StarCraft really did wait 1 millisecond, no one would be able to see the effects of it.
Never heard the term of 'ticks'. I did the tests on battle.net single player at fastest speed. I used the elasped game time as my timmer. I set up a group of hyper triggers that would run once compleatly though then end the game. I would then look at the games elsapsed time and minerals accumulated thats where i get all my measurements from.
And since my sample time is about 6 hours long being off by a few seconds won't hurt my calculations much. I'm pretty sure from what i have heard that the elsapsed game timer doesn't truely reflect real time. I have never tried to prove it one way or the other , all my times are based on the timer. I suppose it wouldn't be hard to find the differance between the two. Just run an empty game and start a stop watch, come back to it several hours later and stop the game and stop watc. (compare the two).
PS. Sorry were off topic.
Hmm, just a thought: Does normal, fast, faster, and fastest really just mean how many ticks go on per "second"? If normal is 15, and fastest is (apparantly) 12, then would fast=13, faster=14, etc?
I wonder if that's how it works. Another reason to tell people to run my maps in fastest mode.

True, it really can effect maps if you run at different speeds.
Can it affect maps enough to cause it to react differently in different speeds? Such as a trigger being to overactive, or underactive, or spawning different amounts slightly with hypers??
edit:
I tested it, and maps with fragile timing triggers and stuff, it odes affect it. I didn't delete the post because i figured I should keep this new information up for anyone who wants to see it.