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Staredit Network -> UMS Assistance -> Trigger interference :(
Report, edit, etc...Posted by Hotshot on 2005-12-23 at 16:09:48
Alright here's the deal:

My magic system works by creating 'mana' (to use for spells) every x seconds for the current player. It does this by creating unit of 'mana' (a defiler) for the player, waiting 15 seconds, and preserving the trigger.

Now, the problem is that this 'wait' seems to interfere with a center view on location trigger of mine. When a 'center view' trigger is supposed to be run, it waits for the mana creating trigger to fire before actually working. The other triggers seem unaffected by the wait time. Anyone know how I can make my center view trigger fire without waiting for the mana one to finish?

If you have any questions, or want the exact triggers used (word for word), then tell me and I'll post them in.


edit: I'm using hypertriggers, but that's not the cause. I tried it without hypertriggers and nothing changed.
Report, edit, etc...Posted by The_Shattered_moose on 2005-12-23 at 16:55:05
You're probably experiancing a wait block, where multiple waits on the same player cause all waits to stack up, and execute at once.
Instead of using wait 15 seconds, use a death count timer. These timers work by setting the deaths of an unused unit to some number, then having a trigger constantly subracting 1 death. 1 death is removed in approximatly 1/12 of a second with hypers, so in your case you would want to set it to 180 deaths, then have another trigger like this:
Trigger
Conditions:
¤ Always/whatever mana conditions you want
¤ Current player has suffered at least 1 deaths of map revealer
Actions:
¤ Subtract 1 death of map revealer for current player
¤ Preserve trigger


Then you would have the trigger to create a defiler/mana be this:
Trigger
Conditions:
¤ Current player has suffered 0 deaths of map revealer
Actions:
¤ Create 1 defiler at mana
¤ set deaths for map revealer to 180
¤ Preserve trigger


More on death count timers can be found [B][/B]here, scroll down.
Report, edit, etc...Posted by Hotshot on 2005-12-23 at 17:06:03
Ah yes, the old death counter thing. I'm still working on getting the hang of that.

Are there any other alternatives? I could post the exact triggers involved if needed.
Report, edit, etc...Posted by The_Shattered_moose on 2005-12-23 at 17:22:19
That might help, but I just gave you specific information, all you need to do for 15 seconds is set to 180 deaths, then use the countdown trigger.
Report, edit, etc...Posted by LurkerEgg on 2005-12-23 at 17:24:39
You could also use Custom score, Gas, Minerals, or burrowed Zerglings - any counter will work.
Report, edit, etc...Posted by The_Shattered_moose on 2005-12-23 at 17:33:41
Theres one problem with all your suggestions though, his problem wasn't that he needed to use something as a counter, it was that he needed some alternate timer system, I suggested death counter timers, which use the slight delay in the set deaths action as a timer.
Report, edit, etc...Posted by LurkerEgg on 2005-12-23 at 17:36:32
QUOTE(The_Shattered_moose @ Dec 23 2005, 05:33 PM)
Theres one problem with all your suggestions though, his problem wasn't that he needed to use something as a counter, it was that he needed some alternate timer system, I suggested death counter timers, which use the slight delay in the set deaths action as a timer.
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I don't see why you couldn't just use a counter with a preserved 'subtract 1' action.
Report, edit, etc...Posted by The_Shattered_moose on 2005-12-23 at 17:38:19
Now you arn't making any sense at all, if you mean a death counter, you should be able to see that I already suggested a fully functional system above. If you mean just removing 1 of any counter unit, that would not work, as there would be little to no cooldown between the removal of the units.
Report, edit, etc...Posted by LurkerEgg on 2005-12-23 at 18:22:39
QUOTE(The_Shattered_moose @ Dec 23 2005, 05:38 PM)
Now you arn't making any sense at all, if you mean a death counter, you should be able to see that I already suggested a fully functional system above. If you mean just removing 1 of any counter unit, that would not work, as there would be little to no cooldown between the removal of the units.
[right][snapback]387837[/snapback][/right]



Trigger
Description:
Using Custom as a counter part I
Players:
¤ <Whatever Player>
Conditions:
¤ Always
Actions:
¤ Subtract 1 Custom for Current Player
¤ Preserve Trigger


Trigger
Description:
Using Custom as a counter part II
Players:
¤ <Same player as before>
Conditions:
¤ Current Player Custom score is exactly 0
Actions:
¤ Set score for current player: set to 180 Custom
¤ Create defiler at ___
¤ Preserve Trigger

Report, edit, etc...Posted by Wing-of-no-Wing on 2005-12-23 at 19:11:55
If you want alternatives to those systems, you could always use either a burning building system or a moving unit system. For the moving unit system, have a unit move between two points that are 15 seconds apart; when it reaches the destination, move it back to the start of its track and order it to the destination again, and do your action. For the burning building system, create a terran building with %hp such that it takes 15 seconds to burn to the ground. When your system detects no building there, recreate it and do your action.
Report, edit, etc...Posted by The_Shattered_moose on 2005-12-23 at 19:17:48
(At lurkeregg)
That method would work as well, although until now I was unaware that changing custom score also took an amount of time roughly equal to 1/12 of a second.
Report, edit, etc...Posted by KABOOM on 2005-12-23 at 19:28:16
just use the death counters. its alot easier and theres no way it could fark up
Report, edit, etc...Posted by LurkerEgg on 2005-12-24 at 00:34:22
QUOTE(The_Shattered_moose @ Dec 23 2005, 07:17 PM)
(At lurkeregg)
That method would work as well, although until now I was unaware that changing custom score also took an amount of time roughly equal to 1/12 of a second.
[right][snapback]387923[/snapback][/right]


That's true of ALL hypered triggers. Hyper triggers simply check conditions every 1/12 of a second as opposed to every 2 seconds as they get done with waits.
Report, edit, etc...Posted by Hotshot on 2005-12-27 at 14:57:50
QUOTE(The_Shattered_moose @ Dec 23 2005, 04:55 PM)
You're probably experiancing a wait block, where multiple waits on the same player cause all waits to stack up, and execute at once.
Instead of using wait 15 seconds, use a death count timer. These timers work by setting the deaths of an unused unit to some number, then having a trigger constantly subracting 1 death. 1 death is removed in approximatly 1/12 of a second with hypers, so in your case you would want to set it to 180 deaths, then have another trigger like this:

Trigger
Conditions:
¤ Always/whatever mana conditions you want
¤ Current player has suffered at least 1 deaths of map revealer
Actions:
¤ Subtract 1 death of map revealer for current player
¤ Preserve trigger


Then you would have the trigger to create a defiler/mana be this:


Trigger
Conditions:
¤ Current player has suffered 0 deaths of map revealer
Actions:
¤ Create 1 defiler at mana
¤ set deaths for map revealer to 180
¤ Preserve trigger


More on death count timers can be found [B][/B]here, scroll down.
[right][snapback]387792[/snapback][/right]


Alright thanks a lot, I got it working now (took me bout 10min or so to read through the tutorial and fix everything with my current triggers). Yup, this works great tho ^_^

There isn't a max amount of locations allowed per map, is there? If there is one, I might be in trouble ohmy.gif
Report, edit, etc...Posted by LurkerEgg on 2005-12-27 at 17:10:02
255 locations is the limit, but since one is taken up by 'Anywhere', it's 244. Still, locations can be heavily re-used if you know how to do it.
Report, edit, etc...Posted by Hotshot on 2005-12-27 at 22:31:44
QUOTE(LurkerEgg @ Dec 27 2005, 05:10 PM)
255 locations is the limit, but since one is taken up by 'Anywhere', it's 244. Still, locations can be heavily re-used if you know how to do it.
[right][snapback]390979[/snapback][/right]


Ah, that's a shame. I know how to re-use them, but it will be a bit of a bother. Hopefully I won't have to get into it tongue.gif
Report, edit, etc...Posted by LurkerEgg on 2005-12-28 at 00:05:25
EDIT: 254 locs.
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