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Staredit Network -> UMS Assistance -> Helaing station wont work
Report, edit, etc...Posted by r[s]t on 2005-07-14 at 15:18:05
Bring(Force1, AtLeast, 1, Men, heal);

Wait(3000);
ModifyUnitHitPoints(All, Men, Force1, heal, 100);
ModifyUnitEnergy(All, Men, Force1, heal, 100);
PreserveTrigger();

this tirgger from some reason takes 8 seconds to pull. any suggestions whats wrong?

was workign fine until i added music to the map.
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-14 at 15:22:19
You have two or more waits for the same player excecuting at once, therefore creating a wait block. Your music look like this I suppose:

P: All
C: Always
A: Play wav
wait 25000

The waits are 'stacking' so you need to eliminate the wait block.
Report, edit, etc...Posted by r[s]t on 2005-07-14 at 15:50:58
solution?

i wont want to eliminate the 3000 wait or the one in the music loop
Report, edit, etc...Posted by MapUnprotector on 2005-07-14 at 17:36:45
Use a death counter instead.

Have it add +1 death count for as long as you stay in the healing station location.

And once the death count total reaches a certain number, which is the time you want, then have it heal the unit.


What's the problem with elminating the wait? It's not like it is used for anything else. I just like to avoid waits all together, in most situations.
Report, edit, etc...Posted by r[s]t on 2005-07-14 at 19:36:56
so add a death every 1000 milli seconds?
how long does it take to add a death cound?



so....
----------------------

guy brings guy to heal

wait 1 seconds add one death count of thing

wait 1 seconds add one death count of thing

wait 1 seconds add one death count of thing
--------------------------------
death count for thing is 3
set death to 0 and set health to 100

---------------------------------

DO i give trigger to individual players or make it for the force?

the wait is for so ppl wont camp in the heal place
Report, edit, etc...Posted by Mini Moose 2707 on 2005-07-14 at 22:48:26
Adding a death counter in itself is instant.
Assuming you're not using hyper triggers, there will be a 2 game second wait between each addition (and any trigger running multiple times).
Report, edit, etc...Posted by MapUnprotector on 2005-07-15 at 00:25:39
You don't need to use waits, just put a condition like, currentplayer brings 1 unit to "heal station location", then the action would be add 1 death counter for "unused unit".

You probably will also need another trigger where if the unit is off the beacon you reset his death count to 0, which basically resets the time he has to wait.

Using death counts like this is basically using them in place of a wait, instead of using the wait itself.

As moose said without hyper triggers there will be a 2 second wait, with hyper triggers it's 12 death counts per second right?
Report, edit, etc...Posted by JackLord on 2005-07-15 at 02:20:42
Ok i had a similar problem just use hyper triggers once i added them all my triggers excecuted instantly or exactly on time oh and here is the healing trigger simpler to read


Trigger
Description:
Healing Trigger
Conditions:
¤ Current Player Brings At Least 1 "Men" To "Heal"
Actions:
¤ Modify Unit Health 100%
¤ Display Message "Healing Completed"


Edit:

and so you dont ahve to go to the tutorials heres the hyper trigger;


Trigger
Description:
Hyper Trigger
Players:
¤ All Playersss
Conditions:
¤ Always
Actions:
¤ Wait For 0 Milliseconds
¤ Preserve Trigger


obviosly i coldant fit this in but copy the action "Wait For 0 Milliseconds" The MAximum amount to times then delete one and add preserve trigger. when that is done copy whole trigger five times smile.gif
Report, edit, etc...Posted by MapUnprotector on 2005-07-15 at 15:55:42
That's not the problem, his problem isn't caused by the lack of hyper triggers, though they might add to the problem. His problem is the wait that he put there, which causes waits to stack as DTBK said.

You just posted triggers that would make healing INSTANT, r[s]t WANTS to have a wait before it heals, it's just that the way he did it is making his triggers messed up. Your triggers are fine, but they just aren't what he wants.
Report, edit, etc...Posted by ShadowBrood on 2005-07-15 at 15:59:36
QUOTE(JackLord @ Jul 14 2005, 11:20 PM)
Ok i had a similar problem just use hyper triggers once i added them all my triggers excecuted instantly or exactly on time oh and here is the healing trigger simpler to read




Trigger
Description:
Healing Trigger
Conditions:
¤ Current Player Brings At Least 1 "Men" To "Heal"
Actions:
¤ Modify Unit Health 100%
¤ Display Message "Healing Completed"


Edit:

and so you dont ahve to go to the tutorials heres the hyper trigger;





Trigger
Description:
Hyper Trigger
Players:
¤ All Playersss
Conditions:
¤ Always
Actions:
¤ Wait For 0 Milliseconds
¤ Preserve Trigger


obviosly i coldant fit this in but copy the action "Wait For 0 Milliseconds" The MAximum amount to times then delete one and add preserve trigger. when that is done copy whole trigger five times  smile.gif
[right][snapback]262829[/snapback][/right]


Whoa wait, you gotta copy them 5 times? I've only done it once and it was good enough for me tongue.gif
Report, edit, etc...Posted by MapUnprotector on 2005-07-15 at 16:05:06
I think people normally copy it 3 times, all it really does is extend the time that the hyper triggers will work for before you get some kind of pause

http://www.staredit.net/index.php?tutorial=49

Bolt's hyper trigger tutorial
QUOTE
Put in wait 0 as much as you can until you run out. When it maxes out you delete one. Then put in preserve trigger.
YOU NEED AT LEAST 3 COPIES OF THIS TRIGGER.
Any more than 5 copies is pointless.


Hyper trigger tutorial[conceptual]

http://www.staredit.net/index.php?tutorial=128
It explains why you need at least 3, it has to do with the next ending occurance, which is like when eventually there is a cooldown time, a pause after the hyper triggers run for a long time.

QUOTE
If you stumbled on hyper triggers by yourself like me then you probably did some testing. You would have noticed that they do eventually cut out and allow one normal cool down period. This next ending occurrence (NEO for short) we get is unavoidable. But you also noticed that adding more hyper triggers pushed the NEO, exponentially.
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