QUOTE(SnIpA(MC) @ Nov 26 2004, 12:23 PM)
Ok thanks. But will that get rid of the wait time bunch up or are u suggesting that I use death counters like this:
Conditions:
player1 suffered exactly one death of zergling.
Actions:
wait 8000 miliseconds.
preserve trigger.
Is that wut I can do? That way when I want a wait I just do this:
Actions:
DisplayText: Bob- Hi BILLY!
set death for zergling for player1 to exactly 1
DisplayText: Billy- Hi Bob!
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That won't acomplish anything.
QUOTE(SnIpA(MC) @ Nov 26 2004, 12:38 PM)
Does that mean I need a trigger for every line of text? If thats the case, I think I can do it. BTW: Wuts the limit on triggers ehe its in the thousands right?
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Don't ever wory about the trigger max, you will never reach it.
QUOTE(LegacyWeapon @ Nov 26 2004, 12:41 PM)
Well... pretty much. Just group some lines together. Don't make it so that every line is really that spaced...
Are you sure the all players displaying didnt work?
Make sure it it owned by all players.
Perhaps it is lag?
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It can't be lag.
QUOTE(SnIpA(MC) @ Nov 26 2004, 06:03 PM)
heh i jus dled it...i dled it like 3 times thinkin it wasnt workin cause it went too quickly

. Ok so explain how this will solve the problem...from my experience wavs dont stop messages, they get stopped by waits tho. So wuts the use of it?
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wavs do not get stopped by waits.
QUOTE(SA_Max71 @ Nov 26 2004, 06:12 PM)
lol... if you have starforge or xtra, you could even get the transmission to 'ping' a invalid unit (such as a independent command center), although this might crash starcraft (even if the unit doesn't exsist on the map)
EDIT/addition: It is possible to make one wav block another, so that is why I like my wav (because of how short it is).
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Wavs don't block eachother, havn't you ever heard a music wav in a map and then heard another one play at the same time?