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Staredit Network -> UMS Assistance -> Hyper Trigger Problems I Think?
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-17 at 15:22:07
The more waits I have the more effective it will be?
Report, edit, etc...Posted by spinesheath on 2006-11-17 at 15:37:16
The more waits you have, the longer it will take until the NEO.
(= Next Ending Occurence, if you don't know that, you might read the tutorials. Brief: there will be a non-hypered time delay between triggers after all the hypers ran through. With 4 triggers 63 waits each it would take some months or something like that until the NEO; 3 hypers 63 eaach are more than you'll need as well, but 2x63 might be too few)

So basically hypers perform better when there are more of them with max waits, but you wouldn't want to put more than required (less lag, though 1 trigger more or less doesn't do much)
Report, edit, etc...Posted by scwizard on 2006-11-17 at 16:28:54
I don't understand why when people learn hyper triggers they always put them for All Players.
That is the Wrong Way. When I learned hypers and when Doodle3000 learned hypers we both did that to, and it caused a bunch of bugs.

I don't get why it's such a common mistake.

ADDITION:
BTW, it's impossible for hyper triggers to be a problem if they are the very last triggers for player 8. It helps to open up the triggers with SCMD trigedit and actually put them last to prevent overlap issues. If you do that then they'll work perfectly all the time.
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-18 at 19:44:08
Alright Thx people I prolly wont have a problem with this for another hour. =(

ADDITION:
Alright I have increased the number of wait 0 miliseconds for player 7, but when my zealot should be staying still you can still click alot and move him.
Report, edit, etc...Posted by Zeratul_101 on 2006-11-18 at 19:52:20
upload map.
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-19 at 00:28:02
K, but alot is commented.
Report, edit, etc...Posted by Zeratul_101 on 2006-11-19 at 01:09:26
just put in two more hypers.. you're supposed to use 3
Report, edit, etc...Posted by xmrxsiegecopx on 2006-11-19 at 01:14:58
You have two problems:

1. You have wait triggers given to All Players. Never give preserved wait triggers to the All Players trigger slot when using Hyper Triggers, otherwise, you will experience wait blocks the entire game.

2. You need more copies of the hyper triggers -- they should look like this:


QUOTE(Hyper Triggers)

Conditions:
-Always
Actions
-Comment "(This is optional)".
-Preserve trigger.
-wait 0 milliseconds. (You need at least 62 of these)


You will need at least 3 copies of this for the NEO to be delayed long enough for it to never show up in a normal length game.
Report, edit, etc...Posted by Zeratul_101 on 2006-11-19 at 01:24:59
wow, i took a look at this in TrigEdit, and its even worse than i thought it was... you have between 20-30 500ms waits for most players, not to mention, once again, you gave waits to the HT player via using All Players.

honestly, you should really try to learn DC timers, your maps are just messes of wait blocks.
Report, edit, etc...Posted by Kookster on 2006-11-19 at 02:15:33
dont use the wait trigger at all honestly except when doing hyper triggers. And have you considered doing the infinate hyper trigger??

Or should i even mention this since its a bit more complicated? but it does save triggers!

http://www.staredit.net/index.php?download=5059
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-19 at 12:32:28
Alright so copy my hyper trigger three times and get rid of all my waits for all players? And the Waits that you said were 500 ms only one can be going on at once for a player. The only one that gets in a way is the one where I subtract minerals.
How do I replace wait triggers with DCs?
Report, edit, etc...Posted by DT_Battlekruser on 2006-11-19 at 14:08:09
As long as you examine and fix your map such that two waits are never running simultaneously for the same player, you won't have troubles with wait blocks. In general, giving triggers to All Players is a bad idea unless it's required since you have a Current Player stipulation in the trigger.
Report, edit, etc...Posted by xmrxsiegecopx on 2006-11-19 at 14:40:09
QUOTE(Oo.Zero.oO @ Nov 19 2006, 10:32 AM)
How do I replace wait triggers with DCs?
[right][snapback]591516[/snapback][/right]

You need at least two triggers per wait trigger:

1. A DC timer counter to continually add up. With HTs, 12 DCs is about 1.008 seconds and about 1 second without on fastest.

2. A DC check. This trigger will check the # of DC timer deaths and run the actual trigger.


QUOTE(Example)
With HTs:

Trigger 1
Conditions:

-Whatever you want to keep the timer running.
Actions:
-Preserve trigger.
-Add 1 deaths for "Timer 1" for current player.

Trigger 2
Conditions:

-Current player has suffered at least 60 deaths of "Timer 1". (About 5 seconds)
-Whatever condition you want for this trigger to run.
Actions:
-Preserve trigger.
-Subtract 60 deaths of "Timer 1" for current player.
-Add 1337 minerals for current player.

Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-19 at 14:56:27
By Ht's you mean High Templars? And if you mean High Templars is it any diffrent for diffrent units?
Report, edit, etc...Posted by spinesheath on 2006-11-19 at 15:10:39
HT = Hyper Trigger
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-19 at 20:05:54
I tried DC's for subtracting minerals and xmr said 12 DC's are about 1 second well I need a half a second and I put 6 DC's and it went waaaaay faster than a half of a second.
Report, edit, etc...Posted by xmrxsiegecopx on 2006-11-19 at 20:16:19
Either:

1. the DC timer is added too quickly, or there are unnecessary adding for the same DC timer.
2. your DC wait triggers have the wrong conditions being met/wrong actions affecting your DC timer.

If it's the former, remember to have it add only one death per trigger run.
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-19 at 21:15:56
Ok Here are my triggers for this.

All Players; Allways; Add 1 Death for Siege tank for all Players, Preserve

All Players; Always, 6 Deaths for Siege tank have occured; Set Deaths for Siege tank to 0, Preserve

Player 1; Always, 6 Deaths for Siege tank for All Players; Remove 20 Minerals, Preserve

I have no other DC's with tank

When I do this it should match the every 500 ms add 20 minerals, but it removes it really quickly.
Report, edit, etc...Posted by xmrxsiegecopx on 2006-11-19 at 21:49:34
The first DC trigger is owned by all players, making the multipliers of the DC timer proportional to the number of players in the game (i.e., if there are 6 players in-game, the trigger will run for all six players, three-fold the rate than if there were only two players).

Change the first trigger player conditions to current player -- you generally do not need a DC timer for all players to satisfy a single purpose.
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-19 at 22:22:37
Kk I probably won't have a problem for another hour or so =/

ADDITION:
Uhh before when I was waiting it just added the minerals now it subtracts a little bit then adds. I don't want to see minerals go down waiting at a photon cannon. I had this problem before and I fixed it by moving where the wait was, but now that thers a death counter I don't know how to fix it.
Report, edit, etc...Posted by xmrxsiegecopx on 2006-11-19 at 22:28:16
It's highly recommended you keep backups of your map in situations such as these and that you well-comment and categorize your triggers for easier debugging.

Here's a Tutorial on Trigger Design Philosophy on the benefits of linear systems and such.
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-19 at 22:29:28
I keep the triggers that are related together and I comment all of my trigger, but I ran out on my map.

Err well I ran out deleted a bunch and did not bother on recommenting them cause I knew I was going to get comment stopped.
Report, edit, etc...Posted by DemonicDragon on 2006-11-19 at 23:46:14
@ 0o.Zero.o0, try this:
QUOTE(Trigger 1)
Players:
- All Players
Conditions:
- Always
Actions:
- Set deaths for Siege Tank owned by Current Player, add 1.
- Preserve trigger.

QUOTE(Trigger 2)
Players:
- All Players
Conditions:
- Deaths of Siege Tank for Current Player at least 6.
Actions:
- Set deaths for Siege Tank owned by Current Player, set to 0.
- Set resources for Current Player, subtract 20 minerals.
- Preserve trigger.


EDIT: With the triggers like that, you simply it into two parts, the first starts the timer, and the second controls the refire rate (Conditions), and the effect (Actions), and removes issues that can arise with the reset happening before the subtraction fires by merging your second and third triggers into one.

This way has the triggers running separate for each player, so if you wanted the Siege Tank DC to activate at different times, duplicate trigger 2 and edit the original and duplicate to fit your needs.
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-20 at 15:30:40
I got it to fire at the right rate I think, but it doesnt work like it did before. Before the minerals just added and you did not see them subtract when waiting at town. Now you see them subtract and add. How do I fix this?

QUOTE(Trigger 1)
Players:
- All Players
Conditions:
- Always
Actions:
- Set deaths for Siege Tank owned by Current Player, add 1.
- Preserve trigger.


QUOTE(Trigger 2)
Players:
- All Players
Conditions:
- Deaths of Siege Tank for Current Player at least 6.
Actions:
- Set deaths for Siege Tank owned by Current Player, set to 0.
- Set resources for Current Player, subtract 20 minerals.
- Preserve trigger.


Switch battle 1 is clear, switch battle 2 is clear, switch battle 3 is clear, deaths for siege tank are at 6; subtract 20 minerals, preserve

Player 1 brings exactly 1 protoss zealot to city 1; Wait 500 miliseconds add 20 Minerals, preserve

IDK why it still adds 20 with them canceling eachother out I just go with it, but instead of just adding it subtracts then adds I need that fixed.

Report, edit, etc...Posted by xmrxsiegecopx on 2006-11-20 at 16:04:59
How about you use the same DC timers for both the adding and subtracting triggers.
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