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Staredit Network -> UMS Assistance -> replacing buildings
Report, edit, etc...Posted by LegacyWeapon on 2006-06-24 at 09:57:19
Hyper trigger is basically a cycle of waits that you are going to be in for the entire game. You will never leave it (hyperbole; see NEO).
Report, edit, etc...Posted by Laser_Dude on 2006-06-24 at 12:14:38
In the NEO tutorial, (I had never read it before) he mentioned that waits less then 84ms would be affected by hypers; I'm thinking if I lowered the wait to 84ms I wouldn't get the blocks.

I'm off to try it.

EDIT: nope, failed

EDIT: typo, meant less then, not greater
Report, edit, etc...Posted by Kenoli on 2006-06-24 at 17:16:03
QUOTE(laser_dude)
In the NEO tutorial, (I had never read it before) he mentioned that waits greater then 84ms would be affected by hypers; I'm thinking if I lowered the wait to 84ms I wouldn't get the blocks.
Yeah, thats completely wrong. =P

You do realize that your trigger does not actually need a wait, right?
Report, edit, etc...Posted by DT_Battlekruser on 2006-06-24 at 18:28:06
QUOTE(yoni45 @ Jun 23 2006, 11:09 PM)
crazy.gif

Well it depends on what you consider "related" i guess, but the reason hyper triggers work is due to the fact that every Wait(0); command forces the game to check every other trigger (thus skipping the standard 2 second pause a trigger takes to run itself)...

The reason they last is because as each Wait(0); goes through it runs into the other wait blocks each of which have another 64 Wait(0);, and when each of those runs, it checks the next Wait block, which has another 64... this compounded makes the number of effective waits go up exponentially...

As for how "other" waits tie into this to screw up, if you randomly have a wait, it gets stuck into the web of waits the hyper triggers cause, and depending on where the hyper triggers are currently, I'd imagine results may vary...

That's what I get from it anyway...

Anyway, according to that, interefering waits that end up compounding each other would be precisely why hyper triggers work happy.gif
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Yeah, that's what I thought. What are wait blocks then? (at a core level I mean)
Report, edit, etc...Posted by Laser_Dude on 2006-06-25 at 01:16:33
QUOTE(Kenoli @ Jun 24 2006, 02:15 PM)

You do realize that your trigger does not actually need a wait, right?
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What?!?!

You gotta be kiddin me.

Without the wait, I get an unplacable message, with it, the building never places.

If there is a way to do this without the pain-in-the-butt waits, please tell me now.
Report, edit, etc...Posted by Kenoli on 2006-06-26 at 19:51:59
QUOTE(laser_dude)
What?!?!
You gotta be kiddin me.
Without the wait, I get an unplacable message, with it, the building never places.
If there is a way to do this without the pain-in-the-butt waits, please tell me now.
Back to what I said eariler:
QUOTE(Kenoli)
The unplaceable errors seem to stem from the locations being centered on the wrong units. For example, it removed my supply depot and then tried (and failed) to create a hydralisk den at one of my SCVs, instead of where the supply depot was.
Also, the reason the buildings never appear is because of the wait blocks. I'm sure if you wait long enough you'll eventually see the building be created, or at least attempt to be created.

QUOTE(DT_Battlekruser)
Yeah, that's what I thought. What are wait blocks then? (at a core level I mean)
Yeah, I love repeating myself:
QUOTE(Kenoli)
As you may know, each player can run one wait at a time. If a wait tries to execute while another one is waiting, it must wait for it to finish. The first wait 'blocks' the second.
DT_Battlekruser, "One wait at a time." That's all there is to it.
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