| 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)