Staredit Network

Staredit Network -> UMS Assistance -> [SOLVED] A "Wait" not working
Report, edit, etc...Posted by RedSword on 2006-07-31 at 14:27:12
Hi everyone, I've a problem with a "wait" in a trigger. When I put it (600 millisecond, and other number still doesn't change anything) the trigger doesnt work (but it should :S), and when i remove the "wait", it work. The conditions are not changed by anything... does someone would know why ?

I tryed to bypass the problem with a switch, and this change nothing.

Attachment piece is the exemple map it coutain the wait, try it in your starcraft, there wont spawn anything from ur science vessel, then edit the attachment map and remove the wait, and the trigger will work (but with hyper trigger spawning = crazy.gif )

Note, that this was made in reason of a madness map, and a healing trigger does apply in it.
Report, edit, etc...Posted by Corbo(MM) on 2006-07-31 at 14:36:15
Do the hyper trigger thing.
make a copy of one of the hyper triggers
then delete the old hyper triggers
the make the number of copies you have.

it's like "re-doing" the hyper triggers.


other than that, i did not get your problem.
Report, edit, etc...Posted by RedSword on 2006-07-31 at 14:43:40
Why do you mean by redoing the hyper trigger ?

And that simple, with the wait, unit dont spawn under the science vessel,

without the wait, unit spawn at a terrible speed (cause of hypper trigger) under the science vessel
Report, edit, etc...Posted by Corbo(MM) on 2006-07-31 at 14:48:59
Then re-do the hyper triggers like i said after you added the wait in one trigger.
Report, edit, etc...Posted by Kenoli on 2006-07-31 at 14:50:25
You are experiencing wait blocks.
Each player can only run one wait at a time. When two waits try to wait at the same time, the second one is delayed untill the first one ends. As long as you have hyper triggers assigned to the player with the wait, you can expect for the wait to be hopelessly delayed.

To fix it, reassign the hyper triggers from Force 1 to a player that does not use any other waits.
Report, edit, etc...Posted by RedSword on 2006-07-31 at 16:12:39
Thanx a lot Kenoli, ( its a 8 player madness cry.gif ), I'll try to correct it crazy.gif
Report, edit, etc...Posted by JuiceBug on 2006-07-31 at 22:12:03
Try using death counters or unit counters instead of waits for unit spawning, check the tutorials.
Report, edit, etc...Posted by MoonlighTurtle on 2006-08-01 at 00:46:55
QUOTE(RedSword @ Jul 31 2006, 04:34 PM)
Yes lol you replied there before kenoli, saying you were not understanding my problem and saying to renew the hyper trigger (lol?)

And btw, is it possible to put hyper trigger to neutral player (P9-12) if they have a start location, or to put hyper trigger to a force that is not used ?

EDIT : Nop, hyper trigger for "Player 10", "Neutral" (P12 I think), "Unknown(13)", "Allies", & "Neutral Players" from SCMDraft Trigger Menu didnt work  bye.gif  shout.gif  censored.gif  chair.gif  crybaby.gif  cursing.gif 

(Without hyper trigger is slow spawning cry.gif)
[right][snapback]535815[/snapback][/right]


Just so you know, triggers only be owned by players 1 to 8. They are the only ones that run triggers.
Report, edit, etc...Posted by RedSword on 2006-08-01 at 00:52:37
QUOTE(MoonlighTurtle @ Aug 1 2006, 12:46 AM)
Just so you know, triggers only be owned by players 1 to 8. They are the only ones that run triggers.
[right][snapback]536182[/snapback][/right]

Yes I Knew, but i wasn't sure, and testing was free

JuiceBug, thx a lot for the idea, im gonna do a dead counter growing constantly with substraction and all, : w00t.gif you saved my map (And blizzard destroyed my first overlapping ever cry.gif )

damn that color patch, at least unit are & mapname & obj & briefieig are still colored pinch.gif

Thx to Kenoli & JuiceBug
Next Page (1)