Staredit Network

Staredit Network -> UMS Assistance -> Hyper Trigger problem
Report, edit, etc...Posted by Joshgt2 on 2005-11-28 at 23:39:00
That is what bolt just got done saying... don't you people read the previos posts?
Report, edit, etc...Posted by (U)Bolt_Head on 2005-12-03 at 03:50:34
QUOTE(PCFredZ @ Nov 28 2005, 03:52 PM)
Bolt, back up my quote.
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Yeah you are correct. If the hyper trigger is at the end then it will not slow down your other waits.

But instead your hyper trigger will be slowed down by the waits owned by that player. So it is suggested that if you put the hyper trigger by itself because of that. However since that isn't possable in this case making the trigger for all players is your best bet (making sure it is at the end of the trigger list). Unless your over using your waits then it is unlikely that ALL the player's hyper triggers will be delayed at the same time so you should have a constant hyper trigger even though you have other waits..




ADDITION:

First off I must appologies for bumping this thread. However PCFredz had PMed me a question about this topic here interersted in expanding on the information talked about here. My responce is quite well thought out (considering i spent like a hour on it) and I figured it would benifet the community for everyone to be able to see it. Where here it is

QUOTE
Hey Bolt, I've read your posts on Hyper Triggers and Trigger Execution Order before, but I think I might have misunderstood something you typed.

Regarding the often-asked problem of Hypers interfering with waits: I think I read one of your posts that said you can safely create Hyper Triggers for any player or force, regardless of whether or not they have Wait actions, as long as the Hyper Triggers are executed last (excluding other wait blocks which may arise). Is this right?

This also brings up the second problem, order of trigger checking in SC. I've previously thought that triggers run according to Blizzard's FAQ, which is by Players, then by Force. You told me otherwise, and I tested it out to find that the order of trigger creation was what decided trigger execution order. However, you did bring up using the Player tab to manipulate trigger creation order easily. Does changing the Players section of a trigger cause it to be considered the "last trigger created"?

Not sure how often you come on SEN, so I'll be awaiting your response.


Your question is kinda unclear to me. So i'll just ramble...
For your first question about safely creating hyper triggers: In all simplicity the answer is YES.But let me try to explain why it can be no.
Two waits cannot be run at the same time for a single player. Period Exclamation mark.

I’ll try to explain this without getting into the nasty details. When there is a series of waits (within a trigger or not) The first wait in the trigger list is given priority to carry out it’s time delay first. During the execution of the waits later in the series a wait that is earlier in the trigger list may be triggered to run. This wait may be in a trigger who’s conditions weren’t true earlier or it may be a wait in a trigger that has already completed and is ready to run again. In either condition the wait earlier in the list will interrupt the flow of things and run again.

To put all this in perspective, imagine the series of waits in a hyper trigger. Due to the purpose of hyper triggers this series is intended to be very long, almost never ending. If a wait action is in a trigger that is placed before the hyper, it can interrupt the flow of the HyperTrigger in order to run. However waits that are in triggers following the hyper are at the very end of the series. Because of this every wait before it will run before the hyper does whenever it is possible.

We all know a hyper trigger last a long time. So let me explain the multiplying power of the hyper trigger. Our wait action cannot fire until everything in front of it has had its chance to. BUT all those waits are governed by the exact same rules. In a group of hyper triggers. The previous trigger is allowed to run all the way though for each wait in the trigger. Its kind of like counting with high numbers. If you count to 1000 you must count 0-999 more times before reaching 2 thousand. Just because you reached the 4th digit doesn’t mean you can count (998, 999, 1000, 2000, 3000) it simply doesn’t work that way. A group of hyper triggers are similar with each trigger representing a digit but instead of having 10 values it normally has 62

So back on topic. Now most of you will realize that YES waits placed before the a hyper trigger will work. But what most don’t realize is because the wait is running it means the waits in the hyper trigger ARE NOT. This means that during this time your hyper trigger will be inactive (like woah man it’s a way to turn off hyper triggers lol)

In all practicality a hyper trigger being inactive for a few seconds won’t cause a big problem and will likely not be noticed or mistaken as lag. But if you had obsessive waits like music loops or tons of long respawns instead waits for the occasional cinematic purposes then it can be a problem. But even then there is something else to consider, Say your hyper trigger IS owned by all 8 players. Each player runs waits separately so just because Player 1’s hyper may be inactive doesn’t mean player 2-8’s hyper triggers are all inactive at the same time.



In response to changing the player selection of the trigger. No changing the player that owns a trigger alone does NOT change the trigger order of that trigger. (unless your changing it from like player 1 to player 8). The method I explained was changing the player, then using the move up or down feature to arrange it with group owned triggers that are interweaved.

On the topic of hyper triggers, I normally suggest to “delete your hyper triggers then remake them”. I have been saying this for years, that is mainly because at first hyper triggers at the time were most commonly made in the “All Players” Group. Many mapmakers would later add other triggers like bound obstacles to the individual players, Doing this would put the new bound obstacle after the hyper trigger.
Under normal circumstances if I were to tell the person “your hyper trigger needs to be last” they would look at it an think (“P7, P8, All Players”) and then claim that it is last because it appears that way.

I have long been against group triggers because of this confusion. I had even suggested to heimdal and SI to have them NOT include them into their trigger editors. (but of course I knew people wouldn’t like that including myself). I hate to give away program plans or anything but I had suggested to heimdal that he create a numbering system within his trigger editor that numbers all the triggers showing their actual trigger order. (I’m pretty sure he has implemented it or will if he continues his work.)
Report, edit, etc...Posted by blaze_baby on 2005-12-04 at 22:52:04
well what do you need for an 8 player human map, thingy. like trigger wise, is it a bound or something?
Report, edit, etc...Posted by Diggidoyo on 2005-12-04 at 22:55:11
I don't think you went on to the second page blaze. This thread has been answered many times haha.
Report, edit, etc...Posted by LegacyWeapon on 2005-12-10 at 00:06:29
QUOTE((U)Bolt_Head @ Dec 3 2005, 03:50 AM)
I have long been against group triggers because of this confusion.  I had even suggested to heimdal and SI to have them NOT include them into their trigger editors. (but of course I knew people wouldn’t like that including myself).  I hate to give away program plans or anything but I had suggested to heimdal that he create a numbering system within his trigger editor that numbers all the triggers showing their actual trigger order.  (I’m pretty sure he has implemented it or will if he continues his work.)
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I believe in Classic TrigEdit you can select all the Players (using shift or ctrl) and the triggers will be in order.
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