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Staredit Network -> UMS Assistance -> hyper triggers screwing up
Report, edit, etc...Posted by saibaman8 on 2005-01-20 at 15:00:49
im working on 2 bounds right now and on both the hyper triggers screw up the wait time for the obstacles. when i have hyper triggers on the player for the obstacles, the wait time becomes really long. even when i put it down to wait(1) it takes a while.
im using starforge to make the maps if that has anything to do with it
Report, edit, etc...Posted by Nozomu on 2005-01-20 at 15:18:34
The problem is that you don't understand how waits work. The hyper triggers are causing what Bolt calls a "Wait Block". Basically, if a player has a wait running, his triggers can't fire until the wait is done. Give the hyper triggers to a player without any triggers and things will run perfectly.
Report, edit, etc...Posted by KaboomHahahein on 2005-01-20 at 15:19:15
That is because you put your triggers under the hyper triggers right?

That is the only reason why that would happen. Move all your triggers above the hyper triggers and it should work fine.
Report, edit, etc...Posted by LegacyWeapon on 2005-01-20 at 15:24:05
A few things and a sum-up of what they just said.
1) "Wait blocks" are blocks that stack up and make the wait longer than it is. This occurs because everytime a wait happens, before it starts, it looks through all the triggers to see if any trigger's conditions have been fulfilled. Since hyper triggers last an extremely long time, when the wait block occurs, the trigger will wait until all waits resolve before finishing that trigger.
2) There are 2 ways to prevent this.
  • Make the hyper triggers last (so they are at the bottom of the trigger list). Trigger order (believe it or not) does matter.
  • Make the hyper triggers for a player that does not have waits in their triggers. This player can be a computer.
Report, edit, etc...Posted by saibaman8 on 2005-01-20 at 15:29:10
QUOTE(Nozomu @ Jan 20 2005, 03:18 PM)
The problem is that you don't understand how waits work.  The hyper triggers are causing what Bolt calls a "Wait Block".  Basically, if a player has a wait running, his triggers can't fire until the wait is done.  Give the hyper triggers to a player without any triggers and things will run perfectly.
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when i take the hyper triggers away from them it has an annoying pause after its run through the trigger 4 times or so. but on an earlier version of one of the bounds i had the hyper triggers for all players and the levels ran smoothly. and on a map my friend is making, he has the hyper triggers for all players and everything with wait time works fine.
Report, edit, etc...Posted by MapUnprotector on 2005-01-20 at 15:32:00
QUOTE(saibaman8 @ Jan 20 2005, 04:29 PM)
when i take the hyper triggers away from them it has an annoying pause after its run through the trigger 4 times or so. but on an earlier version of one of the bounds i had the hyper triggers for all players and the levels ran smoothly. and on a map my friend is making, he has the hyper triggers for all players and everything with wait time works fine.
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Just redo your hyper triggers, it doesnt matter who owns them as long as it is the last trigger you make. Also, are you filling them up with waits, preserving them, and making at least three copies of the hyper trigger?
Report, edit, etc...Posted by saibaman8 on 2005-01-20 at 15:46:54
that fixed the wait problem, but now it doesnt kill the units that it creates
Report, edit, etc...Posted by Wilhelm on 2005-01-20 at 17:25:27
You need a computer player without any other triggers. Fill up the trigger with 62 waits with the value 0. Put in preserve trigger and a comment, (or create a new wait 0). Copy this trigger four times. That's what I always do.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-20 at 17:36:41
QUOTE(saibaman8 @ Jan 20 2005, 02:29 PM)
when i take the hyper triggers away from them it has an annoying pause after its run through the trigger 4 times or so. but on an earlier version of one of the bounds i had the hyper triggers for all players and the levels ran smoothly. and on a map my friend is making, he has the hyper triggers for all players and everything with wait time works fine.
[right][snapback]128845[/snapback][/right]


If you create the hyper triggers under the 'All Players' group then the actual order the triggers fall in is missleading. If you create a obstical trigger after you created the hyper trigger you will have problems because the hyper trigger isn't last. You can't simply fix this by hitting the move down button, thats why we suggest to delete them then recreate them.

QUOTE(saibaman8 @ Jan 20 2005, 02:46 PM)
that fixed the wait problem, but now it doesnt kill the units that it creates
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A trigger can't run partly though and stop unless a wait block delays it. You likely have another missunderstanding with the logic. It is likely we will have to see the map to actually figure out whats going on for this problem.
Report, edit, etc...Posted by Oo.SOLAR.oO on 2005-01-20 at 17:44:29
One problem with hyper triggers, is every so often, during a map, there is a point where they stop working for a moment. The cure to this is to have many hyper triggers, not just one. I usually make about 6 copies of the hyper trigger.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-20 at 17:58:34
QUOTE(Oo.SOLAR.oO @ Jan 20 2005, 04:44 PM)
One problem with hyper triggers, is every so often, during a map, there is a point where they stop working for a moment. The cure to this is to have many hyper triggers, not just one. I usually make about 6 copies of the hyper trigger.
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If you make 3 copies that have 62 waits each it will last almost 6 hours before the "NEO" (next ending occurance aka the 2 second wait aka what your refering too)
Report, edit, etc...Posted by SA_Max71 on 2005-01-20 at 18:01:01
I have heard on SEN that if you set a unit to be trained to "1" in starforge, it will almost be instantly created in SC. Could this be affecting the triggers?

Also, you only need 4 hypertriggers (unless you are running the map for more than 2 weeks.)

But, as Bolt said (and I agree with him):
QUOTE
It is likely we will have to see the map to actually figure out whats going on for this problem.


ADDITION:
ok, I was wrong about the hypertriggers (unless Bolt is wrong too wink.gif )...
Report, edit, etc...Posted by saibaman8 on 2005-01-20 at 18:13:38
nvm i fixed the problem. the obstacles player got set to not used somehow.

thx for the help everyone
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-20 at 18:18:02
QUOTE
I usually make about 6 copies of the hyper trigger.


The NEO for 6 HTs is something like a year, I think.
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