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Staredit Network -> UMS Assistance -> Wait Blocks
Report, edit, etc...Posted by Forsaken on 2005-12-16 at 23:05:02
I have just come across massive wait blocks. But, they have appeared in one trigger. If I add a wait somehwere else, things work fine. Now, I am sure some of you are going to say: "Use Hyper Triggers". But, I do not want to use Hyper Triggers for this trigger.

What I am trying to do:


I have an Inn system where you go up to the counter and decide what you owuld like to purchase. The first selection is to stay the night. In which I have a small cinematic event which takes place. But, the thing is, I cannot add any waits. Otherwise it takes about 3 minutes+ for the actions to occur. I can add a wait anywhere above or below that trigger. But, if I add any waits what-so-ever there, I get a block.

So, I was wondering if there are any other ways to get around the wait block...

Would it make a difference if I just did something like:

Conditions:

P2 Brings Man to Counter
Deaths = 0

Actions:
Set Deaths to 1
Display Menu


Conditions:
Deaths = 2

Actions:

Purchase Night at the Inn
Etc...

Give Unit from P2 to P4
Issue Order for all men P4 to move to Sleep
Set Deaths to 3

Condtions:

Deaths = 3

Actions:

Cinematics
Which this where the waits would take place


Thanks for all and any help.


Also, I will not upload the map. Because it is something that shall remain private until open testing comes.

If need be, I'll explain more.
Report, edit, etc...Posted by Kow on 2005-12-17 at 00:58:15
You could use an unused unit's deaths. 12 deaths per second (that's 1000 miliseconds).

So rather than have Wait(5000); (5 Seconds), you could have SetDeaths(add, 1, unit, anywhere); and another condition i a separate trigger recognising it when it gets to 60 deaths.

Trigger
Conditions:
¤ Conditions for original task (e.g. player brings unit to bed)
Actions:
¤ Text etc
¤ SetDeaths(add, 1, unit, place[most likely anywhere]);


Trigger
Conditions:
¤ Deaths are at 12s where s = time in seconds
Actions:
¤ Next set of actions/movement/text

Lather, Rinse, Repeat.


Edit: Fixed caculations.
Report, edit, etc...Posted by Red2Blue on 2005-12-17 at 04:41:59
Deathcount power!

Or you could just segment waits... in combination with deathcounts.
Yadda yadda (kow's example is way better then what I was going to post).
Report, edit, etc...Posted by Kumano on 2005-12-17 at 07:50:45
The death count thing would have to be 1 for every 2 seconds, since he is not using hyper triggers. Oh, and it would be 60 deaths not 60000, since waits go in milleseconds. In this case though, it would have to be 3 or 4 deaths (4 or 6 seconds, the first death wouldn't need to wait to set off).
Report, edit, etc...Posted by KABOOM on 2005-12-17 at 20:01:04
theres alot of ways you can do it examples: creating burrowed units, death counters, minerals or gas, custom score, or any of the scores, and any anything else like a units hp (which would require eud conditions) biggrin.gif
Report, edit, etc...Posted by Forsaken on 2005-12-17 at 21:06:17
Well, is there any way I can still use waits?

I really don't want to have to redo these triggers so they are Hyper Trigger compatible. Does anyone know any ideas? If so, that would be awesome...
Report, edit, etc...Posted by Kow on 2005-12-17 at 21:57:51
QUOTE(Kumano @ Dec 17 2005, 07:50 AM)
The death count thing would have to be 1 for every 2 seconds, since he is not using hyper triggers. Oh, and it would be 60 deaths not 60000, since waits go in milleseconds. In this case though, it would have to be 3 or 4 deaths (4 or 6 seconds, the first death wouldn't need to wait to set off).
[right][snapback]381141[/snapback][/right]

Sorry, was backwards in my calculations.

If you dont want [wait] blocks, then dont use waits.
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