don't try too hard to understand how hyper triggers work. its kinda complicated and simple at the same time
a hyper trigger is made EXACTLY like this:
| Trigger |
| Players: |
| ¤ any player that doesn't have waits |
| Conditions: |
| ¤ always |
| Actions: |
¤ 62-63 wait 0 milliseconds
|
¤ preserve trigger
|
| ¤ comment: hyper trigger(optional) |
just make 3-5 copies, no more, no less. I heard the it is best to give hypers to the second last "active" player you have and give all the triggers with wait actions to the last player. also, make sure hyper triggers are the last triggers you make otherwise everything is gonna get messed up. if you need to add more triggers(with waits), simply delete your old ones and make new ones.
a few good things to know are:
-hyper triggers are totally seperate from your other triggers, so don't combine these with all your other triggers
-the purpose of hyper triggers is to speed up trigger processing. 24 triggers are performed/activated(called firing(I think)) per 2 second instead of the normal 1 per 2 secs
-hyper triggers do not affect wait actions. also, wait actions use 'real time,' 'game time' is 1.5 seconds per one 'real time' second. also important to note is that wait actions will stop triggers below it from firing until that the wait action has elapsed.
e.g. you want a marine made at 10 seconds into the game, you also want music to play 10 seconds after that, so you add a wait action. another trigger creates a second marine at 12 seconds but because you added the wait action, the second trigger didn't start until it was finished. In conclusion, your rine was made 8 seconds too late. This effect, called wait blocks or something like that, is amplified with preserve trigger and multiple triggers with waits.
I hope i didn't make this too gibberish and if it is, just make the hyper triggers, plain and simple. Don't overthink it.
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