on my map that i made i put like the health trigger that makes the health jump from 100 to 50 percent constantly.I read the toturial of it and it says fill in wait until u got all the spaces fill in and so.
well i did a diffrent way and the old way makes the game lag a little.
i did is
always
preserve trigger
set health 100
wait 0
set health 75
wait 0
set health 50
wait 0
set health 25
wait 0
this what it looks like when i did it for the first step
then the second step is that i copied it twice to make it 3 same triggers
then i made a pattern with it. dont bunch then up make it seperate like this pattern
1 2 1 2 1 2 not like this 1 1 1 2 2 2
the second pattern wouldnt work and this hyper trigger only works with about 3 diffrent hyper triggers.
does this work for u.
umm well ive never tried this but basically its just a waste of time because you could just make hyper triggers instead of doing this for about all your triggers.
Once you have a wait "0" you have a hyper trigger, even if you didn't want to.
Basicly you just made a hyper trigger that changes HP.
Yeah since you copied it a few times you basicly just have a hyper trigger. The only differance is the actions will NOT fire in the order you intend them to. It will be close.
PS. Hyper triggers DO NOT CAUSE LAG.
Hyper triggers alone don't cause lag, but if you have a few triggers that are continually doing something and they are hyper triggers, you might start noticing lag. Like always moving a location to a unit, always adding or subtracting minerals, etc. So try to avoid stuff like that by using always combined with preserve only when absolutely necessary. Which should be almost never.
Chu I don't think you can lag a map by centering locations. If you could you would surely have experianced lag in my coordinates map where I have a locations moving about 1600 times every second. (there is about 130 locations always being moved)
The major lag causers are physical changes to the map, specificaly the units. Like creating and killing units.
I was probably thinking of that then. I remember killing major lag when I editing some triggers so that they dont run on an always condition and speeding up the game a ton. Maybe I was just on a slower computer also.
My map Dagorlad lagged horribly with hyper triggers. Took them out, and voila! It ran smoothly. But, if I might add, that had a good deal of triggers : )
QUOTE((U)Bolt_Head @ Jan 5 2005, 05:49 PM)
Chu I don't think you can lag a map by centering locations. If you could you would surely have experianced lag in my coordinates map where I have a locations moving about 1600 times every second. (there is about 130 locations always being moved)
The major lag causers are physical changes to the map, specificaly the units. Like creating and killing units.
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There was a thread on "What Lags Games" a while ago. it is anything that causes your computer to reference and load a file, namely: (Map Startup, Unit Movement, Unit Attacks, Unit Creation, Unit Death/Removal)
The only thing that can lag maps are stacking actions and waits.
shadow, you do not post your map in other peoples threads. instead, make a thread about your map in the map showcase because i think you made that post just for minerals
I split the topic form this thread and I put it in the Ideas Forum.
Ive done this for a while. But I do wait 1, I call it a mini hyper trigger. Since it doesnt fire as fast, and does not affect the other waits in my map. Thats what I found it useful for but, this is nothing new.
The difference between 0 seconds and 1/1000 of a second is not even noticable to any human. How would that really do anything in the map?
Actually, SC does not even bother to do anything less than 84 ms. It always rounds up to 84.
If you type in 0 ms, it actually does 84 ms. That is how hyper triggers work.
1 trigger per every 0.084 seconds
Apprx 11.9 per second.
The diffrence is that you can make the hyper-trigger apply to one trigger. And still use waits and not have to worry about them messing up. Because I have used this, 1millisecond thing and it works a hyper trigger for that specific trigger and does not effect the other waits in your map!
Legacy, I do know that. I found that out a long while back when I was trying to find out how many times a hyper runs per second. I had 12 as my answer, which you have confirmed to be extremely accurate for just stopwatching it.
I was meerly illustrating the point that there is no real difference between miliseconds in game and to the human players.
QUOTE(Navilin @ Jan 6 2005, 05:42 PM)
The diffrence is that you can make the hyper-trigger apply to one trigger. And still use waits and not have to worry about them messing up. Because I have used this, 1millisecond thing and it works a hyper trigger for that specific trigger and does not effect the other waits in your map!
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I'm sorry you can't have a hyper trigger only effect one trigger. Having simply one trigger repeated with a bunch of waits is just simply that. The trigger will not fire quickly again just because of that and it appears it doesn't effect your other waits becuase it is over with very quickly.