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Staredit Network -> UMS Assistance -> A bit confused about hyper triggers...
Report, edit, etc...Posted by Hurricane on 2006-05-10 at 10:33:35
From the point in time where I read about hyper triggers and the whole philosophy behind them (which btw confused me senseless), to the point where I actually put them in a map I have gotten the idea that hyper triggers are just separate triggers linked to nothing that reduce the lag caused by triggers...

Trigger
Description:
Hyper Trigger
Players:
¤ Player 6 (A computer?)
Conditions:
¤ Always.
Actions:
¤ Wait 0 milliseconds.
¤ Wait 0 milliseconds.
¤ Wait 0 milliseconds.
¤ ...all the way to the end.
¤ Preserve Trigger
¤ Comment

That is how I have been using hyper triggers, but it seems to me like this is incorrect? From reading some of the posts it is like hyper triggers are only used for certain triggers in the map. Someone please clear this up for me LOL! helpsmilie.gif
Report, edit, etc...Posted by Heimdal on 2006-05-10 at 10:45:43
Hyper triggers reduce the amount of time that has to elapse between firings of the same trigger. Normally this delay is about 2 game seconds. With hyper triggers, it reduces it to about 84 milliseconds. They affect all triggers in the game.

There are a few tutorials in the DB that go into a lot more detail about how and why they work, if you're interested.
Report, edit, etc...Posted by Hurricane on 2006-05-10 at 10:48:13
That is the part I can't quite grasp. The trigger that I set up above will affect ALL triggers in the game???
Report, edit, etc...Posted by Daedalus on 2006-05-10 at 11:09:04
Yes, Hyper Triggers affect ALL the triggers. The only thing Hyper Triggers change is how often the game checks to see if any conditions are met. Normally it checks all triggers every 1-2 seconds but now it checks them every 1/12 second.

By changing the Conditions (use a switch or bring, for example) of the Hyper Triggers and using less waits you can let the Hyper Trigger only affect all the triggers for a certain period. For example, you could change the Hyper Triggers to only affect the triggers for the first 8 seconds.
However you can't do this:

Condition:
- Time is At Least 10 Seconds
- Time is At Most 20 Seconds
Action:
Wait 0 Miliseconds (repeat 63 times)
Preserve Trigger

I'll explain why. Whenever the game is orderd to 'wait' X miliseconds it will start checking if any other trigger must be fired. So when you have 1 Hyper Trigger with 10 waits it will check 10 times which conditions for which triggers are met. When you use multiple Hyper Triggers with multiple waits they will constantly check each others conditions (which is always) so they will constantly fire each other.
However at a certain point all the waits have been 'used up'. The Hyper Triggers will not work anymore. With 3 Hyper Triggers this last incredible long, enough for a whole game. But with less waits that 'end time' will happen a lot sooner.

Now with the example Hyper Trigger I gave you the Hyper Trigger will start after 10 seconds. From that moment on it will keep checking and checking and checking conditions, even after 20 game seconds.


I hope this helped smile.gif. If not, well.. no problem just inplant the Hyper Triggers and you're ok.
Report, edit, etc...Posted by HG-sweetstuf101 on 2006-05-11 at 14:51:27
u want to have 3 of the hyper trigger boxes to that is what works the best
Report, edit, etc...Posted by Hurricane on 2006-05-11 at 15:09:33
Thanks
Report, edit, etc...Posted by Marandule1 on 2006-05-11 at 15:21:42
Note :

In old days about 5 years ago we had other hyper trigger types as such.

Trigger
Description:
Hyper Trigger 1
Conditions:
¤ Always
Actions:
¤ Wait 11 milliseconds
¤ Wait 11 milliseconds
¤ Wait 11 milliseconds
¤ Wait 11 milliseconds
¤ Wait 11 milliseconds
¤ Wait 11 milliseconds
¤ Wait 11 milliseconds
¤ Wait 11 milliseconds
¤ etc
¤ Preserve Trigger

This is mostly used for defences.


Trigger
Description:
Hyper Trigger 2
Conditions:
¤ Always
Actions:
¤ Wait 1 milliseconds
¤ Wait 1 milliseconds
¤ Wait 1 milliseconds
¤ Wait 1 milliseconds
¤ Wait 1 milliseconds
¤ etc
¤ Preserve Trigger

This 1 was the old hyper trigger for bounds cause we never used the 0 millisecond 1 untill we found it worked for the last force player. (only)
Unless you wanted amazing cool lag in game.
Report, edit, etc...Posted by JB4times4 on 2006-05-11 at 17:12:26
geeze i asked this a while ago and im getting my answer off someone else's question!
Report, edit, etc...Posted by dumbducky on 2006-05-11 at 17:34:16
You could also try to use that other method with the switches that keep going off. It is in the concept forum.
Report, edit, etc...Posted by Toothfariy on 2006-05-11 at 19:22:49
QUOTE(Hurricane @ May 10 2006, 08:47 AM)
The trigger that I set up above will affect ALL triggers in the game???
[right][snapback]483602[/snapback][/right]

that is if you make enough of them and assign them to the right players
Report, edit, etc...Posted by l)ark_13 on 2006-05-11 at 21:33:38
Hyper triggers are exactly as you made them.
Make sure they are made for a computer player with no triggers that include the "Wait" action.
Report, edit, etc...Posted by MindArchon on 2006-05-11 at 22:16:42
QUOTE(Marandule1 @ May 11 2006, 12:21 PM)
This 1 was the old hyper trigger for bounds cause we never used the 0 millisecond 1 untill we found it worked for the last force player. (only)
Unless you wanted amazing cool lag in game.
[right][snapback]484355[/snapback][/right]


It's been discovered that around 200ms to 0ms have the exact same effect. No difference at all.
Report, edit, etc...Posted by Hurricane on 2006-05-12 at 00:23:24
Thanks a lot guys, all of you have been really helpful. biggrin.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2006-05-12 at 03:35:05
QUOTE(Marandule1 @ May 11 2006, 02:21 PM)
Note :

In old days about 5 years ago we had other hyper trigger types as such.
[trigger]
This is mostly used for defences.

[trigger]
This 1 was the old hyper trigger for bounds cause we never used the 0 millisecond 1 untill we found it worked for the last force player. (only)
Unless you wanted amazing cool lag in game.
[right][snapback]484355[/snapback][/right]


I've always used 0 for my hyper triggers even when I created then for all players, and before bounds existed.


QUOTE(MindArchon @ May 11 2006, 09:16 PM)
It's been discovered that around 200ms to 0ms have the exact same effect. No difference at all.
[right][snapback]484768[/snapback][/right]


Yep, except it is like 0 - 83, then 84 - 167 would be the next click up.

Although i'm not hundred percent sure if 84 is where it 'clicks up' or if it is 85.
Report, edit, etc...Posted by Marandule1 on 2006-05-12 at 13:46:55
There are many ways to do the hyper trigger.
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