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Staredit Network -> UMS Assistance -> Hyper Triggers & UMS Mods
Report, edit, etc...Posted by Heavyclone on 2005-08-28 at 09:05:39
How do i use mods in a UMS map and whats a hyper trigger, is it sumet to do with speed of gameplay?
Report, edit, etc...Posted by PCFredZ on 2005-08-28 at 09:15:58
QUOTE(Heavyclone @ Aug 28 2005, 09:05 AM)
How do i use mods in a UMS map and whats a hyper trigger, is it sumet to do with speed of gameplay?
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I'm not sure about mods.

But here's something about hyper triggers. Hyper triggers are regular triggers composed as follows

P: Any player P1-P8, Forces, or All, it doesn't matter who it runs for
C: Always
A: Wait 0 ms
A: Wait 0 ms
A: Wait 0 ms
A: ...
A: ...
A: Preserve Trigger

Copy as many Wait 0 as you can while still being able to add the Preserve Trigger at the end, which will give you 63 Waits and 1 Preserve.

Next, copy this entire trigger twice, so you have a total of 3.

Now, why would you need Hypers in the first place? Let's look at the Preserve Trigger action first.

QUOTE(Blizzard)
How does the "Preserve Trigger" action affect a trigger?

If a trigger does not have a "Preserve Trigger" action attached to it the trigger will fire only once when its conditions are met and then never fire again. A preserve trigger action will cause that trigger to execute every time the trigger's conditions are met regardless of whether the trigger has already fired off one time, or a hundred times. The preserve trigger action is what is used to create the popular "madness" maps. These maps have an action that creates a unit type at a specific location and then a preserve trigger action so that the unit gets created over and over every two seconds when a trigger pass is made.


As you can see, there would be a delay in regular triggers that would be bad in many UMS maps. Hyper triggers counter this; they make the trigger passes run about 12 times per 1 second instead of 1 time per 2 seconds.

How this works doesn't really matter, but you should know some side effects. Hyper Triggers, if they're placed BEFORE other triggers with Wait actions, will mess those triggers up. Therefore, a rule of thumb (that nobody really follows) is to put Hyper Triggers for Force4 (or if you're using less forces, the last one that has players in it), at the VERY END.
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-28 at 14:45:18
We have tutorials for everything!

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

You can't "UMS Mod". EUDs were disabled with patch 1.13b because they could be used to transmit viruses.
Report, edit, etc...Posted by Heavyclone on 2005-08-28 at 15:05:04
But theres not tourtrial for using mods in UMS maps so how?
Report, edit, etc...Posted by Sniper on 2005-08-28 at 15:15:28
QUOTE
You can't "UMS Mod". EUDs were disabled with patch 1.13b because they could be used to transmit viruses.


Bet you didn't read that -_-
Report, edit, etc...Posted by Heavyclone on 2005-08-28 at 15:20:07
I know sumone who used em in a UMS
Report, edit, etc...Posted by The_Shattered_moose on 2005-08-28 at 15:35:10
I don't think you understand, unless you want every player in the game to have to seperatly DL and run your mod, then its not possible to "mod" ums, perhaps you saw someone using the now unusable EUDs?
Report, edit, etc...Posted by Oo.Insane.oO on 2005-08-28 at 15:55:07
The subject is pretty much covered now
Report, edit, etc...Posted by Heavyclone on 2005-08-28 at 16:46:32
How did some one get a wraith with a suicide attack then!!!
Report, edit, etc...Posted by l2k-Warrior on 2005-08-28 at 18:04:24
QUOTE(Heavyclone @ Aug 28 2005, 03:46 PM)
How did some one get a wraith with a suicide attack then!!!
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A few patches ago there was something called EUD triggers that would allow for all kinds of things to be changed such as a unit's attack type. They have since been disabled by Blizzard.
Report, edit, etc...Posted by Sniper on 2005-08-28 at 18:24:45
QUOTE
You can't "UMS Mod". EUDs were disabled with patch 1.13b because they could be used to transmit viruses.


Last time I'm gonna quote this.
Report, edit, etc...Posted by PCFredZ on 2005-08-28 at 20:53:03
QUOTE(Sniper @ Aug 28 2005, 06:24 PM)
Last time I'm gonna quote this.
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If the person doesn't know about Hypers, do you really think he's going to know about EUD?
Report, edit, etc...Posted by Corbo(MM) on 2005-08-28 at 21:27:23
Hyper Triggers= trigger that makes the wait and delays between triggers to reduce to a 99% an hyper trigger is:
condition: always
actions: 63 waits(0); and 1 preserve trigger

it's recomended to use 3 hyper triggers or 7

mod: a mod is a custom mpq file you make through various programs and YOU RUN IT TROUGH A .EXE file DIFERENT FROM STARCRAFT.EXE that's why you can't add them to ums map that .exe file is made by a program called mpqdraft
for more information on writting a mod go:Here

to the question of the wraith if you look out for the work EUD (extended unit dead conditions) or triggers of god allowed a map to use mod like actions in it you could give units diferent attack but they died with the patch 1.13b yes i know what you are thinking and yes if you go to a previous version they will work

SUMMARY: hyper trigger : always; 63waits(0)+1 preserve trigger
how to get a mod in ums: never!
how did he get a wraith to use suicide: EUD that died with 1.13c

QUOTE
A MOD YOU RUN IT TROUGH A .EXE file DIFERENT FROM STARCRAFT.EXE THAT'S WHY YOU CANNOT PLAY IT WITH YOUR FRIENDS IN B.NET
Report, edit, etc...Posted by PCFredZ on 2005-08-28 at 21:29:08
QUOTE(corbo @ Aug 28 2005, 09:27 PM)
Hyper Triggers= trigger that makes the wait and delays between triggers to reduce to a 99% an hyper trigger is:
condition: always
actions: 63 waits(0); and 1 preserve trigger

it's recomended to use 3 hyper triggers or 7

mod: a mod is a custom mpq file you make through various programs and YOU RUN IT TROUGH A .EXE file DIFERENT FROM STARCRAFT.EXE that's why you can't add them to ums map that .exe file is made by a program called mpqdraft
for more information on writting a mod go:Here

to the question of the wraith if you look out for the work EUD (extended unit dead conditions) or triggers of god allowed a map to use mod like actions in it you could give units diferent attack but they died with the patch 1.13c yes i know what you are thinking and yes if you go to a previous version they will work

SUMMARY: hyper trigger : always; 63waits(0)+1 preserve trigger
how to get a mod in ums: never!
how did he get a wraith to use suicide: UED that died with 1.13c
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Read the posts before yours to make sure that the problem hasn't already been solved, especially if the solution was better than what you just rambled about.
Report, edit, etc...Posted by Heavyclone on 2005-08-29 at 13:49:11
I dont meen on multiplayer i mean in single player dude
Report, edit, etc...Posted by Kumano on 2005-08-29 at 14:49:34
He may mean normal mods, you can use normal mods in UMS maps but if the units stats were changed it won't be able to change everything. To use normal mods in UMS... You just do it normally I think, it worked fine for me.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-08-29 at 15:30:41
QUOTE(PCFredZ @ Aug 28 2005, 08:15 AM)
Therefore, a rule of thumb (that nobody really follows) is to put Hyper Triggers for Force4 (or if you're using less forces, the last one that has players in it), at the VERY END.
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Just the end of player 8 works fine (assumeing player 8 is a computer).

Just to clairify Force4 triggers DO NOT fire last. Group owned triggers fire along with the rest of each of those players triggers. Trigger or is as follows.

Player 1
Player 2
Player 3
Player 4
Player 5
Player 6
Player 7
Player 8

Triggers owned by all players and the forces will fire along with those 8 players not after.

Since we like blizzard quotes...
Within a section that contains multiple players (like All Players or one of the Forces) the triggers will be checked in player order within that group. Suppose you have several triggers set to All Players in the Players tab. All of those triggers will be checked for Player 1, then they will all be checked again for Player 2 and so forth all the way to player 8. This also holds true for triggers that apply to Forces, with players going in order and only the players that are actually in that force being checked.
Report, edit, etc...Posted by PCFredZ on 2005-08-29 at 18:46:11
QUOTE((U)Bolt_Head @ Aug 29 2005, 03:30 PM)
Just to clairify Force4 triggers DO NOT fire last.  Group owned triggers fire along with the rest of each of those players triggers.  Trigger or is as follows.

Player 1
Player 2
Player 3
Player 4
Player 5
Player 6
Player 7
Player 8[right][snapback]300956[/snapback][/right]


I checked it again, and I think you interpreted it wrong. The section right before your quote states the following:
QUOTE(Blizz)
the triggers will be checked in the order that they are listed in the Trigger Menu -> Players tab. That order is

Player 1
Player 2
Player 3
Player 4
Player 5
Player 6
Player 7
Player 8
All Players
Force1
Force2
Force3
Force4


The P1-P8 thing was about the order of checking WITHIN a Force or for All Players, but OVERALL it would still be the last Force for which the triggers are checked.
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-29 at 19:34:08
Giving hypers to a force that has anything but only one player majorly risks generating a wait block. I think what the blizz thing says is that it parses the force triggers last.
Report, edit, etc...Posted by Heavyclone on 2005-08-31 at 07:36:09
Ive done it i figured out how to get mods in UMS so im closing this topic
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