use hypertriggers (trigger with only waits with 0 seconds in it and preserve trigger):
| Trigger | 
| Description: | 
| Hypertrigger | 
|
| Players: | 
| ¤ All Players | 
| Conditions: | 
| ¤ Always | 
| Actions: | 
| ¤ Preserve Trigger 
 | 
| ¤ wait(0) 
 | 
| ¤ wait(0) 
 | 
| ¤ wait(0) 
 | 
| ¤ wait(0) 
 | 
| ¤ wait(0) 
 | 
| ¤ wait(0) 
 | 
| ¤ wait(0) 
 | 
| ¤ wait(0) 
 | 
| ¤ wait(0) 
 | 
| ¤ wait(0) 
 | 
| ¤ wait(0) 
 | 
| ¤ wait(0) | 
and use unit deaths as a timer:
| Trigger | 
| Description: | 
| Player | 
|
| Conditions: | 
| ¤ always | 
| Actions: | 
| ¤ modify deaths of "mineral field": add "1" 
 | 
| ¤ preserve trigger | 
give the player every second (~12 deaths on timer = 1 sec ingame) 5 ore:
| Trigger | 
| Description: | 
| Player | 
|
| Conditions: | 
| ¤ current player has exactly 12 deaths of "mineral field" | 
| Actions: | 
| ¤ preserve trigger 
 | 
| ¤ modify ressources for current player: add 5 ore 
 | 
| ¤ set deaths of "mineral field" for current player: set to 0 | 
~12 deaths are 1 sec with hypertriggers.
Use the same method to create rines for the players.
or if u use no timer with spawning, u create 12 rines per sec.
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either that or you can do what you are wanting like the death triggers and marines
do them in two different triggers that works two but i would try hyper trigger first that usally helps wait problems.