Staredit Network

Staredit Network -> UMS Assistance -> Overall wait block question
Report, edit, etc...Posted by Gigins on 2005-08-01 at 12:22:40
By "wait block" I mean the "thing" that blocks other waits while one is executed. I really have to know this. Because in my upcoming map I use long waits like 1800000 (30 min.). And It is pretty nasty that no other trigger with waits can be executed while 30 min. wait on. Is there a way to evade this wait block? All players 1-8 can be in such situation. So simple player change won't help, besides It would take more than one player who wound keep the long waits. Please post any solution or tricks!
Report, edit, etc...Posted by yoni45 on 2005-08-01 at 12:50:50
QUOTE(DEAD @ Aug 1 2005, 10:22 AM)
By "wait block" I mean the "thing" that blocks other waits while one is executed. I really have to know this. Because in my upcoming map I use long waits like 1800000 (30 min.). And It is pretty nasty that no other trigger with waits can be executed while 30 min. wait on. Is there a way to evade this wait block? All players 1-8 can be in such situation. So simple player change won't help, besides It would take more than one player who wound keep the long waits. Please post any solution or tricks!
[right][snapback]275912[/snapback][/right]


yeah to be frank, thats gonna blow up in your face, badly, if theres another 30 min. wait block executing during ur 30 minute wait block, ur initial block would wait until the 2nd one would finish, so that'd wait for an entire hour, anyway yeah, its gonna get ugly one way or another.... use a countdown timer for that if u wish, although u said u may have more than one so that may not work, u can also use death counters too by adding 1 death to a unit that doesnt die in ur map or cant die (ie, data disc), and preserving that, if ur using hyper triggers that should fire 12 times per second i believe, and if not it'll fire once every second... then do the rest of the math urself...
Report, edit, etc...Posted by Gigins on 2005-08-01 at 13:22:14
QUOTE(yoni45 @ Aug 1 2005, 07:50 PM)
yeah to be frank, thats gonna blow up in your face, badly, if theres another 30 min. wait block executing during ur 30 minute wait block, ur initial block would wait until the 2nd one would finish, so that'd wait for an entire hour, anyway yeah, its gonna get ugly one way or another.... use a countdown timer for that if u wish, although u said u may have more than one so that may not work, u can also use death counters too by adding 1 death to a unit that doesnt die in ur map or cant die (ie, data disc), and preserving that, if ur using hyper triggers that should fire 12 times per second i believe, and if not it'll fire once every second... then do the rest of the math urself...
[right][snapback]275928[/snapback][/right]


Yes I know what's a death counter and I use them a lot in my map. But I don't think that I can spare one for each wait in my map. If someone got a better idea please help.
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-01 at 13:32:48
Waits only stack if they run for the same player. Theoretically, you could have up to 8 waits running at once.
Report, edit, etc...Posted by Gigins on 2005-08-01 at 13:57:11
QUOTE(DT_Battlekruser @ Aug 1 2005, 08:32 PM)
Waits only stack if they run for the same player.  Theoretically, you could have up to 8 waits running at once.
[right][snapback]275946[/snapback][/right]


Yes but as I posted in 1st post all 8 players can have long waits. And it would take many triggers to detect which player is free of wait block and tie the long wait to that player. But thats an option, a hard way but possible indeed.
Report, edit, etc...Posted by yoni45 on 2005-08-01 at 14:51:56
QUOTE(DEAD @ Aug 1 2005, 11:22 AM)
Yes I know what's a death counter and I use them a lot in my map. But I don't think that I can spare one for each wait in my map. If someone got a better idea please help.
[right][snapback]275941[/snapback][/right]



well for the record, theres hundreds or more like thousands of death counters u could use =/
Report, edit, etc...Posted by Gigins on 2005-08-01 at 14:56:42
QUOTE(yoni45 @ Aug 1 2005, 09:51 PM)

well for the record, theres hundreds or more like thousands of death counters u could use =/
[right][snapback]276012[/snapback][/right]


You mean extended units? I haven't worked with extended units. And I don't know how to get them. Must be on Starforge because I use SCXE and scmdraft and haven't encountered extended units.
Report, edit, etc...Posted by DeViAnT(U) on 2005-08-01 at 14:58:23
QUOTE(yoni45 @ Aug 1 2005, 10:50 AM)
yeah to be frank, thats gonna blow up in your face, badly, if theres another 30 min. wait block executing during ur 30 minute wait block, ur initial block would wait until the 2nd one would finish, so that'd wait for an entire hour, anyway yeah, its gonna get ugly one way or another.... use a countdown timer for that if u wish, although u said u may have more than one so that may not work, u can also use death counters too by adding 1 death to a unit that doesnt die in ur map or cant die (ie, data disc), and preserving that, if ur using hyper triggers that should fire 12 times per second i believe, and if not it'll fire once every second... then do the rest of the math urself...
[right][snapback]275928[/snapback][/right]



Well put.
Report, edit, etc...Posted by yoni45 on 2005-08-01 at 15:06:33
well, just choose players beyond 12, and i'm fairly sure u can edit and keep track of the deaths of their units, simple as that... even if u dont go past P12, theres plenty of unused units that u could use between all 8 players...
Report, edit, etc...Posted by Gigins on 2005-08-01 at 15:45:41
QUOTE(yoni45 @ Aug 1 2005, 10:06 PM)
well, just choose players beyond 12, and i'm fairly sure u can edit and keep track of the deaths of their units, simple as that... even if u dont go past P12, theres plenty of unused units that u could use between all 8 players...
[right][snapback]276029[/snapback][/right]


Well in SCXE and scmdraft I can't find a way to select players beyond P12. And I find it most disturbing if I need to use death counter wait simulators but it is still better than free players wait system.
Report, edit, etc...Posted by PCFredZ on 2005-08-01 at 18:04:10
QUOTE
9 Terran Ground
5 Terran Air
16 Terran Heroes
8 Zerg Ground
6 Zerg Air
10 Zerg Heroes
8 Protoss Ground
6 Protoss Air
13 Protoss Heroes
12 Terran Buildings
6 Terran Addons
4 Terran Special Buildings
17 Zerg Buildings
6 Zerg Special Buildings
16 Protoss Buildings
5 Protoss Special Buildings
6 Traps
6 Critters
4 Doors
8 X-tra Powerups
9 Specials
14 Extras


Unless if you're using every single one of these units either as killable things or existing death counters, there're definitely going to be leftovers.

Unless if I'm mistaken, death counters would work at different rates with different numbers of hyper triggers.
Report, edit, etc...Posted by Gigins on 2005-08-01 at 18:10:21
QUOTE(PCFredZ @ Aug 2 2005, 01:04 AM)

There's no way you can't spare deaths.
Unless if you're using every single one of these units either as killable things or existing death counters, there're definitely going to be leftovers.
[right][snapback]276184[/snapback][/right]


Yes I understand that but the system itself is... I will have to make notes to know which units I have used and for which wait. This is so... By the way how much hits will the trigger do with the hypers on?
Report, edit, etc...Posted by PCFredZ on 2005-08-01 at 18:12:06
QUOTE(DEAD @ Aug 1 2005, 06:10 PM)
Yes I understand that but the system itself is... I will have to make notes to know which    units I have used and for which wait. This is so... By the way how much hits will the trigger do with the hypers on?
[right][snapback]276197[/snapback][/right]

[unsure]3 hypers is like 11.8 times per second.[/unsure]

For making "mental notes", just rename an unused unit to "Wait1", "Wait2", etc., so you know it's for the Waits.
Report, edit, etc...Posted by LegacyWeapon on 2005-08-01 at 18:15:29
Around 12 "hits" per second.
Report, edit, etc...Posted by PCFredZ on 2005-08-01 at 18:16:54
QUOTE(LegacyWeapon @ Aug 1 2005, 06:15 PM)
Around 12 "hits" per second.
[right][snapback]276205[/snapback][/right]

Yeah, but in the long run 12x/sec. may not be accurate enough.

[searching for that topic where the exact rate was calculated]

Found the post. "11.8713" times, according to Bolt, here.
Report, edit, etc...Posted by Gigins on 2005-08-01 at 18:21:49
QUOTE(PCFredZ @ Aug 2 2005, 01:16 AM)
Yeah, but in the long run 12x/sec. may not be accurate enough.

[searching for that topic where the exact rate was calculated]
[right][snapback]276211[/snapback][/right]


I use 5 hypers and I need very accurate number. And even with the names "wait1..." I need note with a list anyway. To not get mixed up and to not use 1 death counter for 2 triggers at the same time.
Report, edit, etc...Posted by PCFredZ on 2005-08-01 at 18:26:27
QUOTE(DEAD @ Aug 1 2005, 06:21 PM)
I use 5 hypers and I need very accurate number. And even with the names "wait1..." I need note with a list anyway. To not get mixed up and to not use 1 death counter for 2 triggers at the same time.
[right][snapback]276221[/snapback][/right]

Wait1 was an example. You can call it whatever you want.

11.8713x/sec. is as close as I can find on the forums.
Report, edit, etc...Posted by Gigins on 2005-08-01 at 18:39:04
QUOTE(PCFredZ @ Aug 2 2005, 01:26 AM)
Wait1 was an example. You can call it whatever you want.

11.8713x/sec. is as close as I can find on the forums.
[right][snapback]276224[/snapback][/right]


Thanks for the number it will be close enough. And whatever I call them I still need a list because It's real hard to navigate through hundreds of triggers If I need to fix something from earlier triggers.
Report, edit, etc...Posted by LegacyWeapon on 2005-08-02 at 10:50:11
Let me calculate it in front of you.
1 hyper trigger runs is around 84 milliseconds
1 / 0.084 seconds = 11.904761904761904761904761904762
Report, edit, etc...Posted by Gigins on 2005-08-02 at 12:38:04
QUOTE(LegacyWeapon @ Aug 2 2005, 05:50 PM)
Let me calculate it in front of you.
1 hyper trigger runs is around 84 milliseconds
1 / 0.084 seconds = 11.904761904761904761904761904762
[right][snapback]276745[/snapback][/right]


Sorry but I don't understand your calculation. And I use 5 hyper triggers.
Report, edit, etc...Posted by PCFredZ on 2005-08-02 at 12:52:54
QUOTE(LegacyWeapon @ Aug 2 2005, 10:50 AM)
Let me calculate it in front of you.
1 hyper trigger runs is around 84 milliseconds
1 / 0.084 seconds = 11.904761904761904761904761904762
[right][snapback]276745[/snapback][/right]

11.8713x/sec was the rate that Bolt_Head calculated through actual in-game testing, 11.90476 is probably the pure limit.
Report, edit, etc...Posted by Gigins on 2005-08-02 at 13:05:21
QUOTE(PCFredZ @ Aug 2 2005, 07:52 PM)
11.8713x/sec was the rate that Bolt_Head calculated through actual in-game testing, 11.90476 is probably the pure limit.
[right][snapback]276770[/snapback][/right]


I don't get it. He writes 1 hyper trigger runs is.... then what is about 5 hyper triggers? Please be more detailed.
Report, edit, etc...Posted by PCFredZ on 2005-08-02 at 13:49:23
QUOTE(DEAD @ Aug 2 2005, 01:05 PM)
I don't get it. He writes 1 hyper trigger runs is.... then what is about 5 hyper triggers? Please be more detailed.
[right][snapback]276779[/snapback][/right]

I think he means the time it takes to run through all the triggers once with hyper triggers enabled.

I do not think having more than 3 hyper triggers will make the time faster, so 3, 5 or more would have about the same rate.

The rate Bolt_Head gave was tested with 3 hyper triggers. He (or someone else, can't remember) once explained how hyper triggers worked, and demonstrated that 3 is sufficient.
Report, edit, etc...Posted by Gigins on 2005-08-02 at 13:58:20
QUOTE(PCFredZ @ Aug 2 2005, 08:49 PM)
I think he means the time it takes to run through all the triggers once with hyper triggers enabled.

I do not think having more than 3 hyper triggers will make the time faster, so 3, 5 or more would have about the same rate.

The rate Bolt_Head gave was tested with 3 hyper triggers. He (or someone else, can't remember) once explained how hyper triggers worked, and demonstrated that 3 is sufficient.
[right][snapback]276806[/snapback][/right]


Thanks man. Now I will sure use the 11.8713 per second rate.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-08-02 at 20:35:01
QUOTE(DEAD @ Aug 2 2005, 12:05 PM)
I don't get it. He writes 1 hyper trigger runs is.... then what is about 5 hyper triggers? Please be more detailed.
[right][snapback]276779[/snapback][/right]


By one hyper trigger run he is refering to the smallest increment of time between trigger fires.

What hyper triggers actually do is Delay the "Next Ending Occurance" or NEO. What he really means is your triggers will run once every 84 milliseconds. The amount of actual triggers you have cannot change this speed. They can only change the amount of time it takes until the NEO takes place and it starts over again. Using 3 triggers for your hyper the NEO will be delayed for almost 6 hours (way longer than your normal game).
Useing 2 will delay the NEO for 5 minutes and 47 seconds. with 5 triggers it would last well over a month witch is obsessive but nothing bad will happen because you have 2 extra triggers. (except the very very minute differance in file size).

Next Page (1)