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Staredit Network -> UMS Assistance -> [SOLVED] Hyper Trigger Dialogue Sequences
Report, edit, etc...Posted by Grand_Dracolich on 2006-06-24 at 18:08:55
How do you make a dialogue sequence (standard text, wait, text, wait) with hyper trigger (which don't allow waits)? I was toying with death counters, but those are more countdown; and physical timers, though those are very problematic (a space-consuming).
Report, edit, etc...Posted by DT_Battlekruser on 2006-06-24 at 18:28:59
Hypertriggers allow waits, what gave you such an idea?

Just use wait actions, but don't have the hypertriggers for the same player.
Report, edit, etc...Posted by l)ark_13 on 2006-06-24 at 22:38:20
Have hyper triggers for a computer that doesn't use waits.
And if all players use waits, just make sure the hyper triggers are at the very bottom of the trigger sequences. biggrin.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-06-25 at 00:10:14
QUOTE(l)ark_13 @ Jun 24 2006, 08:37 PM)
Have hyper triggers for a computer that doesn't use waits.
And if all players use waits, just make sure the hyper triggers are at the very bottom of the trigger sequences.  biggrin.gif
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i do believe thats wrong, it doesn't matter where the waits are in a player's trigger list, it'll still cause wait blocks.

Report, edit, etc...Posted by in_a_biskit on 2006-06-25 at 02:46:02
QUOTE(Zeratul_101 @ Jun 25 2006, 02:09 PM)
QUOTE(l)ark_13 @ Jun 24 2006, 08:37 PM)

Have hyper triggers for a computer that doesn't use waits.
And if all players use waits, just make sure the hyper triggers are at the very bottom of the trigger sequences.

i do believe thats wrong, it doesn't matter where the waits are in a player's trigger list, it'll still cause wait blocks.
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The wait actions will still block each other, but actions earlier in the trigger list have higher priority. So if you put the hypers last, your other wait actions will be blocking the hypers, instead of the other way around. So it can be still problematic, but for many people it's 'good enough'.

You can make sure that there's no interference to either the wait actions or the hyper triggers, as said above, by giving the hypertriggers to a player that doesn't have any other wait actions.

If you still want to avoid wait actions though, there's nothing wrong with using death counts: One method would be to have a death counter continuously counting upwards starting from the point when you have the dialogue sequence, and then have text display triggers activate when the count reaches 60, 120, ... or whatever intervals you like.
Report, edit, etc...Posted by Sicarul on 2006-06-26 at 06:20:23
I used death counters for Omicron RPG without any kind of problems, i think it was something like 8 deaths = 1 second on fastest, tough i don't remember too well, there was a tutorial or something for this. I also think it was something to do with how many actions do you have in your map... whatever... good luck!
Report, edit, etc...Posted by Red2Blue on 2006-06-26 at 07:16:28
12-13 death counts under a hyper trigger with 0ms wait (calculates to ~80ms.)

Yea... just make hyper triggers for computer players that don't have waits...
It only takes one player to hold the hypers. You don't have to have it for all players.

It doesn't matter how many triggers you have, it wont affect this number, however, it will affect how much slower things are (since there are so many things happening at once).
Report, edit, etc...Posted by Grand_Dracolich on 2006-06-26 at 08:54:31
Ok, so if you have hyper triggers for a computer player, the human players still get the 100 ms preserve trigger delay instead of the 1 second? And then you'll be able to use waits, which will delay the hypers?
Report, edit, etc...Posted by Noober on 2006-06-26 at 09:39:56
QUOTE(Grand_Dracolich @ Jun 26 2006, 08:54 AM)
Ok, so if you have hyper triggers for a computer player, the human players still get the 100 ms preserve trigger delay instead of the 1 second? And then you'll be able to use waits, which will delay the hypers?
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You can use waits if the player doesn't have hypers, if that's what you're asking.
Report, edit, etc...Posted by DT_Battlekruser on 2006-06-26 at 14:50:37
QUOTE(Grand_Dracolich @ Jun 26 2006, 05:54 AM)
Ok, so if you have hyper triggers for a computer player, the human players still get the 100 ms preserve trigger delay instead of the 1 second? And then you'll be able to use waits, which will delay the hypers?
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If you have the hypertriggers for a computer player with no other waits, then the human players will still check their triggers every 84 milliseconds, and you can have waits for the human players without interrupting the hypertriggers.
Report, edit, etc...Posted by Grand_Dracolich on 2006-06-27 at 08:26:19
Thank you! That's what I wanted to know!
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