Staredit Network

Staredit Network -> Concepts -> hypper triggers owned by no one!
Report, edit, etc...Posted by l)ark_13 on 2005-03-05 at 15:30:58
This is kind of a simple idea, and im not sure if anyone has thought of this (probably have) but you can make hypper triggers owned to a force that doesn't have any players in it!
Lets say 'Force 1' has 6 players and 'Force 2' has 2 players, all the players are used up. So when you make your hypper triggers, assign them to a Force that isn't being used, such as 'Force 3'. They will still work and every player (including all the computer players) will benifit biggrin.gif
This is pretty handy.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-03-05 at 15:32:59
I don't know about others but i already knew this. I never bothered posting because it's not very useful. It's just putting your hypers in a different area.. you could still have them at the bottom of the force2 triggers.

Just know that hypers are most succesful nehind all other triggers, so if they come before certain triggers, they mess up waits.
Report, edit, etc...Posted by l)ark_13 on 2005-03-05 at 15:34:26
QUOTE(TRiGGaMaSTa @ Mar 5 2005, 01:32 PM)
I don't know about others but i already knew this. I never bothered posting because it's not very useful. It's just putting your hypers in a different area.. you could still have them at the bottom of the force2 triggers.

Just know that hypers are most succesful nehind all other triggers, so if they come before certain triggers, they mess up waits.
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Ya, i thought some people would have figured this out. but its a useful way to put your HT's somewhere else; out of the way of everything smile.gif
Report, edit, etc...Posted by Mp)MinigameEast on 2005-03-05 at 15:38:46
yes that is true triggamaster. i made a map with hyper triggers. you must put anykind of hyper triggers at the bottom of the trigger list or else things will freeze or make a glitch or crash things. you can hyper trigger health to make the wireframes jump and you an make the controller of the unit or building or etc to make it rainbow color, or you can make things spawn faster for faster game play.
Report, edit, etc...Posted by Robi on 2005-03-06 at 13:10:49
QUOTE
you must put anykind of hyper triggers at the bottom of the trigger list

StarForge can't do that so it is censored.gif ing me up and i want hyper triggers
The hyper trigger with switchs need two players, and if you want the map to be played with 1player, or just imagine if the 2 players change place from player1 & 2 to player 3 & 4 , your hyper triggers are in the void, and i don't want to write p1 & 2 required and i know if a computer is in the same force as players, they can't move, but if i want a 8players map, playble with only 1 player, it's dead, so thanks l)ark_13 if your concept work !!! Because i don't want to use SCXE anymore ! (to move down HT)
Report, edit, etc...Posted by LegacyWeapon on 2005-03-06 at 18:14:12
laugh.gif Wow this would work if it weren't for one minor flaw!

Only players that exist can run triggers. If you run a trigger for a force with no players in it, then the triggers won't run because nobody owns them. Players 9+ cannot run triggers because as chu said,
"Players who don't need a start location and be set as active and units still appear when preplaced, cannot run triggers."

Want proof? Test it. Obviously the creator of this thread did not.
Report, edit, etc...Posted by warhammer40000 on 2005-03-06 at 18:57:59
i dont use hypa triggaz all together... to risky... i think itll just ruin my map...
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-06 at 22:14:02
If you are careful and test often, they can work; but they will mess up other waits sometimes. Have them owned by a player with no waits in their other triggers, and if they mess up some other triggers still, set the hyper triggers to switches, and turn them off during the time they mess things up, if it wouldn't stop other things from happening. You can get around that though by being careful of order of your actions and triggers.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-07 at 15:06:36
QUOTE(Zerg Playing Dead @ Mar 6 2005, 09:14 PM)
if they mess up some other triggers still, set the hyper triggers to switches, and turn them off during the time they mess things up,
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That doesn't really work, your hyper triggers can take a very long to 'turn off' once they are activated. Your better making it owned by a player with no waits like you said. It can't mess up if you do that, unless you consider the triggers running faster an error. Or you might make a mistake and think 'all players' isn't player 8 or something similer.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-07 at 17:40:58
My mistake. Is there a useable formula for how long it would take for the effect of the hyper triggers to wear off? Such as each of the Hyper Trigger waits to an action or time the triggers are run down the list? or is it pretty much impossible to incorporate it to stop when you want it to.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-07 at 19:37:22
It would vary depending on how far 'into' the hyper trigger it is. If i had to guess the normal 3 trigger hyper trigger would take about 15 seconds to stop if you just started it.
Report, edit, etc...Posted by in_a_biskit on 2005-03-08 at 04:10:17
Does anyone use this type of hypertrigger? (the ones i'm talking about are at the very bottom of the tutorial)
The tutorial also explains that it takes (63^3)*84 milliseconds for a 3 trigger hypertrigger block to run through completely - that is, 5.8 hours from start to finish, before looping.

The tutorial itself is tough to understand, but the hypertrigger system works and only uses 3 wait actions in total! So if you wanted to stop it, it would probably stop much faster than the traditional hypertrigger block.

Personally, when I use hypertriggers, I avoid the use of the wait action altogether in the rest of my triggers (because same player wait actions still interfere with each other). Instead, I'll probably use a death counter to time actions instead.

ADDITION: actually, come to think of it, if you put a switch condition on your 3 hypertrigger block, and you flipped the switch to turn it off, it would probably stop very quickly (within a few seconds). This is because hypers work off the fact that wait actions run the other triggers, and the next hypertrigger requires the condition of the switch, a condition which is now false. So at most 62 more 'hypercycles' will occur after you flip the switch. That makes 62*84 milliseconds = 5.2 seconds.
By the way, if you didn't know already, 84 milliseconds is the minimum time that SC can wait for (i.e. if you have an action "wait 0 milliseconds", it will actually wait for 84 milliseconds. All wait amounts are rounded up to the next multiple of 84 milliseconds.)
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-08 at 13:08:53
limp, it would do that for each of the triggers. They all have to finish off there waits and only one can fire at a time. Thats why i said 15 seconds, As a rule of thumb the less waits you have the quicker your hyper trigger will stop. but the draw back is it won't last as long when it is going.

Dabbu's method that you mentioned would turn off almost instantly however. But theres really no point to turning hyper triggers off.
Report, edit, etc...Posted by l)ark_13 on 2005-03-08 at 19:35:52
QUOTE(LegacyWeapon @ Mar 6 2005, 04:14 PM)
laugh.gif Wow this would work if it weren't for one minor flaw!

Only players that exist can run triggers. If you run a trigger for a force with no players in it, then the triggers won't run because nobody owns them. Players 9+ cannot run triggers because as chu said,
"Players who don't need a start location and be set as active and units still appear when preplaced, cannot run triggers."

Want proof? Test it. Obviously the creator of this thread did not.
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I've tested in by using it in a lot of maps I make. Don't think I would make a topic that made no sense and was useless. Someone else uses it too if you read.

Im also surprised that this topic is still on the front page tongue.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-03-08 at 21:35:43
Weird, I'm 100% sure it doesn't work due to testing this map:
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