does anyone have a list of what trigger actions are 'slow,' as in they don't work until the trigger cycle has ended.
Actions all execute when they're hit, while Wait modifies the checking order of actions after themselves.
The Kill Unit and Kill Unit At Location actions execute immediately as well, but the units that die are not immediately removed from the map. In other words, a Killed unit disappears slower than a Removed unit.
ya, thats what i thought(only kill was 'slow') but i've been having a problem with remove being slow. the problem trigs are:
***
player 1 commands at least one dragoon
deaths
preserve
remove dragoon
***
player 1 commands at least one dragoon
set death
preserve
remove dragoon
***
now, the second trigger starts a chain of events, to prevent this under certain circumstances, i put in the first trigger. as you can see, when the first trigger fires, the second one shouldn't. yet, they both end up firing
Command doesn't update until the end of the trigger cycle. Use Brings atleast 1 dragoon to Anywhere instead.
alright thanks fritfrat. i'll leave this topic open for a little bit longer if anyone else knows of any other slow trigger scripts if the mods don't mind.
Information about the Bring and Command conditions:
here.
Removing transport units doesn't happen until the end of the trigger cycle.
Bring to anywhere isn't any different from command. I know this because I delt with it in a map. Remove unit, give unit, kill unit... are all "slow", as in they can't be detected until the next trigger run.
Bring is different than command, when detecting whether or not a unit has just been removed in the current trigger cycle.
Remove unit is only "slow" when removing transport units, because then it acts like the kill unit action, which is always "slow". Give unit is not "slow".
QUOTE(Zeratul_101 @ Sep 16 2006, 07:06 PM)
ya, thats what i thought(only kill was 'slow') but i've been having a problem with remove being slow. the problem trigs are:
***
player 1 commands at least one dragoon
deaths
preserve
remove dragoon
***
player 1 commands at least one dragoon
set death
preserve
remove dragoon
***
now, the second trigger starts a chain of events, to prevent this under certain circumstances, i put in the first trigger. as you can see, when the first trigger fires, the second one shouldn't. yet, they both end up firing
[right][snapback]562019[/snapback][/right]
The first time this trigger runs during the game, the second 1 should run first... everything should work correctly... the second time player 1 commands a dragoon though, since the first time deaths were set... and since this time player 1 also commands at least one dragoon... both of the triggers should meet requirements... Player 1 commands at least one dragoon and deaths are set... therefore the second time it runs... it should be doing both triggers instead of just 1 of them.
nice try, but the deaths aren't related. not your fault. anyhow, the issues been solved. forgot to close it
*topic closed*