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Staredit Network -> UMS Assistance -> stupid wait triggers!
Report, edit, etc...Posted by l)ark_13 on 2004-12-01 at 15:40:55
my RPG has a movie at the very begininng. it will say the first display text message and then it will do nothing. it wont even create the marine (thats the 'second' trigger). it goes:

-display text message
-wait 2000 miliseconds
-create marine
-(some more display text message and an order)

it will stop at wait 2000 milliseconds. it will go forever and nothing will happen. yes i do have hyper triggers but that never posed a problem before this map. do you know whats wrong?
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-01 at 15:52:59
Have the hyper triggers owned only by one player, prefferably a computer that does not own any other triggers with waits. That should make your triggers stay fast but not stop at waits.
Report, edit, etc...Posted by Urmom(U) on 2004-12-01 at 16:16:02
maybe try using death counters for the waits, use move units instead of create, or check your hypers like zergplayiungdead said
Report, edit, etc...Posted by Red2Blue on 2004-12-01 at 18:07:11
Your having a problem I like to call "Wait Stacking".

Basicly... the one rule you must remember is that:

"You cannot wait twice..." =P

this means that...
you cannot have two 'wait intensive' triggers targeting one player... or one 'wait intensive' trigger and one regular wait...

a hyper trigger counts as a 'wait intensive' trigger because it waits repeatedly for an extensive amount of time...

meaning that:

'wait intensive' triggers must be targeted towards players who control the least amount of wait or no wait at all... XD

okay here I go again...


basicly what im saying is that:

always put 'Hyper Triggers' for computer players who aren't really involved in the panning or movie works....


this also is good for other stuff too... sorry if that didn't really help...
Report, edit, etc...Posted by DT_Battlekruser on 2004-12-01 at 20:29:02
-recreate hypertriggers
-if that doesn't help, scan for other interferring waits

Put simply. tongue.gif
Report, edit, etc...Posted by SnIpA(MC) on 2004-12-01 at 21:50:11
glad to know im not only person with this prob ;P
Report, edit, etc...Posted by Mini Moose 2707 on 2004-12-01 at 21:54:56
Take Hyper triggers. Hit Move down. Many many times. Until they're at the bottom. Problem solved. Or use Bolt's alternate switch method for them.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-12-01 at 22:14:12
Don't use waits. Use Death Counters, there is a tutorial here: http://www.staredit.net/index.php?act=tuto...eath%20Counters
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-02 at 12:28:49
QUOTE(Mini Moose 2707 @ Dec 1 2004, 08:54 PM)
Take Hyper triggers. Hit Move down. Many many times. Until they're at the bottom. Problem solved. Or use Bolt's alternate switch method for them.
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Generaly i don't tell people to do this because alot of times they might of made the hyper triggers owned by all players. And just hitting the move down won't move it below all the triggers, unless they switch it back and forth between all the other players.
Report, edit, etc...Posted by Turin on 2004-12-02 at 18:26:10
Yeah, if they are remade the have to be the last. But does it have to be last of ALL the triggers or just the triggers for that player?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-02 at 18:47:40
Just the triggers for the player. But waht people don't realize is that if the hyper triggers are at the end of the 'all players' group then that doesnt' exactly mean it is at the end. Triggers for groups are just another way of checking all the players that apply. Because of this the triggers owned by all players fit into the individual players triggers, the actually order is hard to determan because it may fire a trigger owned just by player 1 then fire a trigger owned by 'all players' then return to fire more owned by player one.

Wait blocks only effect the current player. If the hyper trigger for 'all players' is like this then. It could techancly be before other triggers owned by the players individually, thus causing the problem.

You can do you own little test of this to kindof get an idea of how things work.
- Create a trigger owned by player 1
- Next create a trigger owned by all players
- Last create a trigger owned by player 1 again.

Now the order you created the triggers are the actually order there in. Even though the trigger owned by all players appears to be last or may even be the last trigger in the 'all players' list it isn't really last. If you move that trigger to player 1 you will see the last trigger you created is STILL after it.

This is the reason trigger order causes alot of 'bugs' because people don't understand this aspect of trigger order. Say for an example the two triggers owned by player 1 need to fire one after the next. When a person looks at the triggers they see no problem, but when there actually fired off the one owned by all players will fire between them.

Now you don't actually have to recreate the trigger for all players. You can just move it to the correct players then move it to the bottom. Once you move it back to all players group then it will truely be at the end of the list.

Hope this helps to understand.

PS. I intend to write a tutorial that explains alot of this stuff.
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