In the triggers, "wait" in any variable of time turns into a infinite amount of time, for example,
Actions:
Create 1 marine anywhere.
Wait x milliseconds.
Preserve Trigger.
However, it creates one marine, and it stops.
Is something corrupted?
Are the conditions aren't being met?
Do you have hyper triggers?
Is the game ending?
We can't really tell you much from the actions of one trigger.
That happened to me once, if you have hyper triggers take some of them out if you have alot, or reduce the number of wait 0milliseconds in each one that worked for me.
probably to much hyper triggers.
also you didnt tell us the condition.
There is no such thing as "too much hypertriggers". If you have hypertriggers, give them to a player with no wait triggers, or ensure that they are at the bottom of the trigger list.
QUOTE(DT_Battlekruser @ Nov 6 2005, 08:25 PM)
There is no such thing as "too much hypertriggers". If you have hypertriggers, give them to a player with no wait triggers, or ensure that they are at the bottom of the trigger list.
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By "bottom of the trigger list" he meant make sure the triggers are executed last. However, this does not always mean the bottom of the viewable triggers list.
The surefire way for it to work is to create the hyper triggers AFTER all other triggers containing waits. In other words, you can simply use the "Copy" function found in normal StarEdit, which 1) pops the trigger to the end of the list and 2) makes these new triggers the ones that will be "executed last" because the Copied triggers were created last. Make sure you delete the original Hypers created prior.
i usually add hyper triggers last, since trigger reordering doesn't work in starforge. if reordering in staredit or scmd doesn't work, just delete them and add them again.
QUOTE(saibaman8 @ Nov 6 2005, 07:50 PM)
i usually add hyper triggers last, since trigger reordering doesn't work in starforge. if reordering in staredit or scmd doesn't work, just delete them and add them again.
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what you talking about reodering works in scmdraft if you have classic trig edit.
I think they are talking about the regular version that comes with it.
1. I didn't use hyper triggers.
2. There is no need for a condition. But if you want it condition is ALWAYS.
3. I'm using SCMdraft with classic trigger editor, and Starforge for moving the stuff around.
4. There is no 4.
So, what's wrong? It's not hyper triggers.
Do you have other triggers with waits? It could be wait blocks (where you have mutiple triggers with waits and the waits stack up).
Or it could be for non-existant player (though I can't think of how it would apply here)
Most maps are better with hyper triggers, (in my opinion, all maps need hyper triggers).
Have you tried using a different form of delay, like deathcounts?
Are you sure you are doing your milisecond math right?
Maybe you are making it wait too long.
1 second is roughly 1,000ms.
So 10 seconds would be roughly 10,000ms.
So just multiply your duration in seconds by 1000.
Make sure the trigger works... take out the wait before running it and see if it works. If the wait is short and it still isn't working you may have too many wait conditions for one player in different triggers.. Maybe posting the map might help us solve your problem faster.
It could be the waits being stacked up.
So, if one trigger for player one is
Condition:
Always
Action:
Create(1, marine ,anywhere, current player);
Wait(60,000); [One minute]
PreserveTrigger
Note that I am not caring about the structure, but just to give the basic meaning.
--------------------------------------------------------
And if I had another trigger for player one (The same player)
Condition:
Always
Action:
Wait(5);
DisplayText("Hi", always display);
That would be stacked, right?
QUOTE(Who-the-hell-ru @ Nov 10 2005, 11:26 AM)
It could be the waits being stacked up.
So, if one trigger for player one is
Condition:
Always
Action:
Create(1, marine ,anywhere, current player);
Wait(60,000); [One minute]
PreserveTrigger
Note that I am not caring about the structure, but just to give the basic meaning.
--------------------------------------------------------
And if I had another trigger for player one (The same player)
Condition:
Always
Action:
Wait(5);
DisplayText("Hi", always display);
That would be stacked, right?
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hmm....
i bet u no c++...
anyway, no wherever u have the trigger listed, it dont matter,
but inside the actual trigger it does.
hmm.. trigger lag is created by latency, so, whenever a trigger fires, that is when the trigger's message that was sent to the game has been responded to, and all other triggers get a response.
so, because of the "wait" in the hyper it is constantly getting a response, no matter the latency level, which means it will be fired the second it is triggered.
is this right?
anyway to ur problem, try making the marine at a location.. or actually set what player it is made for..
Who-the-hell-ru [snapback]352066[/snapback]:
Yes, your triggers will experience a wait block if you make them for the same player in that order. The player will only receive the message after 60,005 milliseconds, after the marine is created.
So if you have a long wait action, or many wait actions, in triggers before the first one you posted (the marine spawning one), then you will experience a wait block, and the wait action will seem to be significantly longer than expected.
As suggested above, one way to avoid this problem is to use
death counter timers as a substitute for wait actions.
plain and simple, when 2 triggers with wait blocks are running at the same moment, alot of time, the oldest trigger (trigger created first) or the first fired trigger, will do its thing, then the other trigger(s) will fire
QUOTE(PCFredZ @ Nov 9 2005, 08:37 PM)
Post the map.
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That's the easiest way to solve this.
I'm pretty sure it's the big 60 second wait block, but hey, that's just me.
QUOTE(Who-the-hell-ru @ Nov 6 2005, 04:46 PM)
In the triggers, "wait" in any variable of time turns into a infinite amount of time, for example,
Actions:
Create 1 marine anywhere.
Wait x milliseconds.
Preserve Trigger.
However, it creates one marine, and it stops.
Is something corrupted?
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All you have to do is remove some hyper triggers or wait triggers if there is too many.

Ill post it when it's finished. Maybe withen november, or december. Since the game won't make sense at all without the ending.
we want the map posted so we can help solve the dam problem
QUOTE(AFL-InuYasha @ Nov 12 2005, 05:36 PM)
we want the map posted so we can help solve the dam problem
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I think you should go over how to post it up too. Do I need a host website, or is SEN providing it?
Thanks.
at the bottom of your reply there is a button that says browse and right next to it a button that says add this attachment. Click browse...select your map...click add this attachment...then click post reply