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Staredit Network -> UMS Assistance -> How are hyper triggers used
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-06 at 23:46:39
I dont get why hyper triggers are needed or used. I've read all the other posts and stuff but im still confused. can someone give me an example of hyper triggerss and why they might help make a map?
Report, edit, etc...Posted by Spite on 2004-12-07 at 00:34:34
Hyper triggers speed normal triggers up by alot. They can be use in many diferent ways. Like in many bounds, The level with the 1 location explosion that sucks all the players into it. That level most of the time uses hyper triggers to speed it up a lot to make other players have to click faster. Understand now what they are used for?
Report, edit, etc...Posted by DT_Battlekruser on 2004-12-07 at 01:45:11
What are they and why are they used?
a) see above
b) Like said above, it is useful to have a faster trigger check time

How do they work?

The Starcraft game engine automatically checks triggers every two seconds and during every wait. Having a trigger with 62 wait 0 actions will cause Starcraft to checks triggers 62 times in quick succession (because it checks trigs during waits). With one HT trigger, the effect is linear and pobabally not desired. But adding a second trigger doesn't double the effect, it squares it. Starcraft reads the first wait in the first trigger. That is a wait, so it checks all other triggers. It runs other triggers then comes to your second hypertrigger. It will then rapidly check your trigger 62 times because of the second trigger, then it will go back to the second wait of the first trigger and so on, Eventually, the block of Hypertriggers will end, but with 3 HT triggers it is something like 3 hours and with 4 its is 5 weeks.

The way to calculate this length is simply (The number of wait actions in the trigger)^(the number of HT triggers). This is how many times it will check triggers before it reaches the end of the waits. Multiply it by 84mS (the speed triggers are checked with the wait) to get the time in milliseconds.

Question to the HT masters> Wouldn't the time between trigger fires under HTs vary by how many triggers you had? I mean if you have 6000 triggers, it would take longer to run through than 1 wouldn't it?

EDIT: spelling
Report, edit, etc...Posted by sckor on 2004-12-07 at 03:51:35
I wrote this in my topic too but just in case. If you make a hyper trigger for player 1 say, will it speed up the check time for player 2 too? or p3? or p4? etc...
Report, edit, etc...Posted by Screwed on 2004-12-07 at 04:00:29
For that question he knewly asked, Yes - it speeds up for all players. However, give hyper triggers to a computer player that does not have any wait triggers, otherwise the wait trigger will 'block' the hyper trigger from continous firing.

Also mentioning, the hyper triggers make SC checks triggers at about 12 times per second, but if a player controls any waits, it will most likely to prevent further triggers fire at the same time under that player.

Note: Always move hyper triggers to the bottom, or recreate them everytime you test your map - I never know why tho, I just hear people say that a lot.
Report, edit, etc...Posted by Daedalus on 2004-12-07 at 11:02:59
But if all the triggers are checked during waits and you use 2 HT he will check all trigger double right ??? and if you use 3 HT then it will check everything triple.... so if you use extreemly much HT's and much 'normal' triggers the game will go slower because a computer can only do 1 thing at a time (bottleneck stuff) and the game will slow down.... or am I telling censored.gif now ?
I think you'll a hell lot of HT's and normal trigger for it thou
Report, edit, etc...Posted by SA_Max71 on 2004-12-07 at 11:32:46
one other thing, will hypertriggers function if they are owned by a force even if there isn't any players in that force?
Report, edit, etc...Posted by AqoTrooper on 2004-12-07 at 11:47:38
QUOTE(SA_Max71 @ Dec 7 2004, 07:32 PM)
one other thing, will hypertriggers function if they are owned by a force even if there isn't any players in that force?
[right][snapback]107521[/snapback][/right]

no.
they will work only if they are controlled by an active player or the "All Players" option.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-07 at 12:06:35
QUOTE(DT_Battlekruser @ Dec 7 2004, 12:45 AM)
What are they and why are they used?
a) see above
b) Like said above, it is useful to have a faster trigger check time

How do they work?

The Starcraft game engine automatically checks triggers every two seconds and during every wait.  Having a trigger with 62 wait 0 actions will cause Starcraft to checks triggers 62 times in quick succession (because it checks trigs during waits).  With one HT trigger, the effect is linear and pobabally not desired.  But adding a second trigger doesn't double the effect, it squares it.  Starcraft reads the first wait in  the first trigger.  That is a wait, so it checks all other triggers.  It runs other triggers then comes to your second hypertrigger.  It will then rapidly check your trigger 62 times because of the second trigger, then it will go back to the second wait of the first trigger and so on,  Eventually, the block of Hypertriggers will end, but with 3 HT triggers it is something like 3 hours and with 4 its is 5 weeks.

The way to calculate this length is simply (The number of wait actions in the trigger)^(the number of HT triggers).  This is how many times it will check triggers before it reaches the end of the waits.  Multiply it by 84mS (the speed triggers are checked with the wait) to get the time in milliseconds.

Question to the HT masters> Wouldn't the time between trigger fires under HTs vary by how many triggers you had?  I mean if you have 6000 triggers, it would take longer to run through than 1 wouldn't it?

EDIT: spelling
[right][snapback]107467[/snapback][/right]


Pretty good. The equation for the amount of times it waits isn't that simple however. Also no the time it takes hyper triggers to fire doesn't vary with the amount of triggers. Triggers without a wait fire in sequince but so fast you can't tell the differance. I don't think you will ever have so many triggers that it actually would take your computer 84 milli seconds to calculate them all.

QUOTE(Deadalus @ Dec 7 2004, 10:02 AM)
But if all the triggers are checked during waits and you use 2 HT he will check all trigger double right ??? and if you use 3 HT then it will check everything triple.... so if you use extreemly much HT's and much 'normal' triggers the game will go slower because a computer can only do 1 thing at a time (bottleneck stuff) and the game will slow down.... or am I telling  censored.gif  now ?
I think you'll a hell lot of HT's and normal trigger for it thou
[right][snapback]107512[/snapback][/right]


Uhh quite simply, Yeah your telling censored.gif .

A trigger can only be checked to run once, as soon as i is checked to run it starts running its actions, it cannot start up again unless it is finished all the actions. Mulitple hyper triggers do not cause any effect like that because only one wait fires at a time.

Triggers themselfs do not cause lag but the things that happen as a result of there actions can and very often do cause lag. For an example, say you had a trigger that always creates 50 marines then kills them. Without hyper triggers it would run fine (maybe). But when you add hyper triggers you might notice your map starting to lag. It isn't lagging because the hyper triggers make it lag. It is lagging because there are being alot more marines being created and killed. The units and there death sprites are alot more processor insinsive than the simple trigger that creates them.
Report, edit, etc...Posted by Daedalus on 2004-12-07 at 12:40:44
QUOTE((U)Bolt_Head @ Dec 7 2004, 06:06 PM)
Uhh quite simply, Yeah your telling  censored.gif .[right][snapback]107535[/snapback][/right]

hehehe I new someone was going to say that huh.gif biggrin.gif blushing.gif blushing.gif

I went to school todat, I think that causes that I tell censored.gif smile.gif
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