Staredit Network

Staredit Network -> UMS Assistance -> help with spelling!
Report, edit, etc...Posted by Queaven on 2006-08-06 at 04:50:55
i'm testing different spells on a map , and well , this is the problem : I got a player (3) that uses an "explosion" of hallucinated Kakaru to heal people. Well the trigger is

PLAYERS

Player 3

CONDITION

Player 3 bring at least 1 Spell Caster! to bb (using beacon system [suckz , i kno])
Player 3 accumulates at least 45 gas (used as energy)

ACTION

Preserve Trigger
teleport civi
quit ur gas
center view on u
display message


ok , now , this is the spell

...Create 1 Observer At p3 location for player 3
Create 8 kakaru at p3 location for player 3
Remove 1 Observer at p3 location for player 3
Kill all kakaru for player 3

Wait 750 miliseconds

then that again but 8 scouts and 15 kakarus , and then more



the problem is , that when i test , explosions gets too long for exploding.
then i tested with 300 miliseconds , and still over 2 seconds to explode

then .. i tested with 1 milisecond!! and still 2 seconds to explode

well , i got hyper triggers renewed so that isnt the problem . helpsmilie.gif happy.gif


EDIT : I write full trigger here so u dont need to download the map
Report, edit, etc...Posted by Zeratul_101 on 2006-08-06 at 04:56:00
why the hell did you put 'help with spelling' in your title...

anyways, you need to add hyper triggers. the reason it is taking so long is that stacraft triggers runs every 2 seconds. with hypers, they'll run every 1/12 of a second. or 24 times faster.
Report, edit, etc...Posted by Queaven on 2006-08-06 at 04:59:13
as i said at first , i got them confused.gif got hyper triggers , and even if i renew them it still gets 2 seconds to cast
Report, edit, etc...Posted by OverTheBelow on 2006-08-06 at 07:19:09
Well err..delete your hypers, and then make them again.

I know I know..you did already...but just do it again... =/
Report, edit, etc...Posted by Pyro-Fire on 2006-08-06 at 08:32:11
put the trigger into a force with no other triggers... just itself, and hypers.
Report, edit, etc...Posted by Queaven on 2006-08-06 at 10:14:11
aww this damn thing keeps , 1 or 2 second between explosions even if i put 250 miliseconds sad.gif
Report, edit, etc...Posted by OverTheBelow on 2006-08-06 at 12:26:37
Have you got loads of switches doing loads of different things?

That can cause some problems..
Report, edit, etc...Posted by Queaven on 2006-08-06 at 13:02:57
at the moment , there are only 2 switchs on the map , and none of them using at the time with this trigger
Report, edit, etc...Posted by Zeratul_101 on 2006-08-06 at 15:17:15
QUOTE(Pyro-Fire @ Aug 6 2006, 06:31 AM)
put the trigger into a force with no other triggers... just itself, and hypers.
[right][snapback]540736[/snapback][/right]


very bad idea. hypers triggers only require themselves to be created for one player to work for all players. if he followed your advice, he'd be creating a set of hypers for each player in the force.

QUOTE(OverTheBelow @ Aug 6 2006, 10:26 AM)
Have you got loads of switches doing loads of different things?

That can cause some problems..
[right][snapback]540830[/snapback][/right]


i'm pretty sure that switches has abonymphomaniacely nothing to do with slowing down triggers.



IRT Queaven

you're probably experiencing wait blocks or you messed up with your hypers.

the first issue:

this happens when a player has more than one wait in their trigger list. before the second wait can fire, the first wait has to 'expend' its time. so, pretty much:

the second issue:

there are many ways to mess up your hypers, the one i'm thinking of in particular is that you have waits for a player who has hypers. this is an absolute no-no and defeats the purpose of hypers. a player w/ hypers can have other triggers, but may not have other triggers with waits in them.

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