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Staredit Network -> UMS Assistance -> Wait commands with Hyper Triggers
Report, edit, etc...Posted by flavorfal on 2006-03-19 at 01:18:51
Is this possible?

Whenever I try to use wait commands it seems like they don't work if I have hyper triggers.
Report, edit, etc...Posted by Kenoli on 2006-03-19 at 01:24:58
Each player can only be running one wait trigger at a time. If you try to do more than one they will each have to wait their turn, and that could take a while.
So, put the hyper triggers for one player and use the waits with another player, that way you can have hyper triggers running and still use waits.
I usually give the hyper triggers to a computer player so I have the wait trigger available for the human players' triggers.
Report, edit, etc...Posted by flavorfal on 2006-03-19 at 02:53:41
interesting, i like!
Report, edit, etc...Posted by O)FaRTy1billion on 2006-03-19 at 11:44:27

Trigger
Description:
HyperTrigger - Block 1
Players:
¤ Player 7 (or whoever)
Conditions:
¤ 'Switch 1' is cleared. (or switch whatever)
Actions:
¤ Wait for 0 milliseconds.
¤ Set 'Switch 1'.
¤ Wait for 0 milliseconds.
¤ Preserve trigger.



Trigger
Description:
HyperTrigger - Block 2
Players:
¤ Player 8 (or whoever)
Conditions:
¤ 'Switch 1' is set. (or switch whatever)
Actions:
¤ Wait for 0 milliseconds.
¤ Clear 'Switch 1'.
¤ Wait for 0 milliseconds.
¤ Preserve trigger.


These two triggers are your friends.

I believe they do not cause the wait "buildup", it doesn't in the maps I use it in. (With normal HyperTriggers, my map only let Player 1 waits work. I added these and all 4 players could do the wait triggers).
Also they never have the "NEO" (next ending occurrence) as it is called in one HyperTrigger tutorial. (At least I have never experienced it)
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