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Staredit Network -> UMS Assistance -> Hyper Trigger Problems I Think?
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-13 at 19:43:23
I have a trigger that goes Player brings 1 any unit to photon cannon1 , switch is set ; wait 500 miliseconds, add 20 minerals, preserve

To go along with that I have a trigger that goes Switch is set; remove 15 minerals, preserve

But instead of getting the diffrence of 5 I get 20 and then 5 really fast then it waits like a second instead of half of one.

When I set them both to twenty I get an additional 20 instead of both cancelling out, but when I do that instead of going every 500 miliseconds like it goes like every 3000 miliseconds.

My Hyper trigger is All players ; Always; Wait 0 milisecond, preserve

I tried making it wait 1 milisecond, but nothing really changed. I can't figure out whats wrong, and I know the switches are set because the minerals move.
Report, edit, etc...Posted by IsaT on 2006-11-13 at 19:45:18
Is it possible you're having wait blocks?
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-13 at 19:48:32
What are wait blocks?
Report, edit, etc...Posted by IsaT on 2006-11-13 at 19:51:03
Wait blocks explained
Report, edit, etc...Posted by Zeratul_101 on 2006-11-13 at 19:55:07
yes, its because you have waits for a player with hyper triggers. only ONE player needs hypertriggers for EVERYONE to have the effects. so, what you need to do is give it to a computer player with no triggers with waits.
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-13 at 19:56:12
Alright that confused me alot. How do I stop wait blocks? It doesnt come very clear to me. Is there a way to stop wait blocks without doing death counters as wait triggers?
Report, edit, etc...Posted by Zeratul_101 on 2006-11-13 at 19:59:16
... i just said...

give the hypers to a computer player. and make sure that player doesn't have any triggers using waits(not including the waits in the hypers obviously).
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-13 at 20:00:03
pinch.gif I posted that before I read what you did before rofl. Oops.
Report, edit, etc...Posted by DT_Battlekruser on 2006-11-13 at 21:49:24
The way your two triggers interact, one having a wait and one having nothing, causes a wait block, independent of the hypertriggers. You need to give the two actions to different players, but why on earth do you have a subtract and an add on two different triggers with the same conditions? Why not just add the difference?
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-14 at 19:59:48
Because that would make the world a hell of a lot harder. I fixed that problem by having the subtracing after the adding, but the way my map has it is that when your near a city add minerals and away subtract so I just made it so it subtracted all the time and when a city it added enough to make up for the losses and cover it.

Btw another question since I moved my hyper trigger to player 7 which has no wait triggers attached now I have a problem that I did'nt have before. When I say move unit to location on impassable terrain to freeze the zealot now they can move that I switched it should I just add a hyper trigger for all playres and have one for player 7?
Report, edit, etc...Posted by fritfrat(U) on 2006-11-14 at 20:58:48
If player 7 is human and the human isn't there, it won't run the hyper triggers, allowing the zealot to move. It doesn't matter who the hyper triggers are for- it only needs to be for one player- but that one players needs to be present to run the triggers in the first place.
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-14 at 20:59:36
Player 7 is a computer.
Report, edit, etc...Posted by Zeratul_101 on 2006-11-14 at 21:32:15
does it have waits in any of its triggers(other then hypers)? in any case, remake the hypers and put them at the bottom of the P7's trigger list.
Report, edit, etc...Posted by R0y- on 2006-11-15 at 05:22:49
QUOTE(Oo.Zero.oO @ Nov 14 2006, 05:59 PM)
Because that would make the world a hell of a lot harder. I fixed that problem by having the subtracing after the adding, but the way my map has it is that when your near a city add minerals and away subtract so I just made it so it subtracted all the time and when a city it added enough to make up for the losses and cover it.


That sounds like it could be solved using a switch... Just my opinion, maybe i misread it.
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-15 at 13:51:10
QUOTE
That sounds like it could be solved using a switch... Just my opinion, maybe i misread it.


It could be solved with a switch, but it would require for me to go back and edit a 70 some triggers and it would make the work harder than the original.

Player 7 Has no wait triggers attached to his name or any triggers and only a few triggers that involve him.
Report, edit, etc...Posted by mugen on 2006-11-15 at 16:22:46
I guess it also work if you put for a Force also, if it doesnt use wait of couse...
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-15 at 18:44:38
So will it do anything if I have a hyper trigger under all players and under player 7 because a trigger under all players doesnt work right and worked right before i moved the hyper to player 7.
Report, edit, etc...Posted by DT_Battlekruser on 2006-11-15 at 20:48:34
QUOTE(Oo.Zero.oO @ Nov 15 2006, 03:44 PM)
So will it do anything if I have a hyper trigger under all players and under player 7 because a trigger under all players doesnt work right and worked right before i moved the hyper to player 7.
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Hypertriggers under All Players will interfere with any other wait you have in your map, anywhere. If you have any other preserved trigger with a wait in your map and hypertriggers for All Players, you are begging for a wait block.

Hypertriggers for Player 7 will speed up all your triggers, as long as they actually run.

Could you better explain your problem with freezing the Zealot? It sounds like your map is just one huge tangles mess of wait blocks.
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-16 at 18:04:01
For the no moving zealot trigger its all players; move all zealots for current player at campaign map to a location thats on unmovable terrain preserve.

It worked fine for a while, but after I removed the hyper trigger for all players I made a bunch of fixes for triggers and now it doesnt work anymore. During the trigger if you click enough the zealot moves. Would the fact that it isnt at the bottom of the trigger list effect it?
Report, edit, etc...Posted by xmrxsiegecopx on 2006-11-16 at 18:24:34
QUOTE(Oo.Zero.oO @ Nov 13 2006, 05:56 PM)
Alright that confused me alot. How do I stop wait blocks? It doesnt come very clear to me.

Wait blocks occur when a player runs two or more waits simultaneously, not necessarily with hyper triggers. Wait blocks causes wait actions below the former to wait for it to finish, often causing unpredictable side effects such as fluctuating wait delay effects on wait triggers. Death counter timers suffer not from these consequences, which is why it is advisable to use them instead.

QUOTE(Oo.Zero.oO @ Nov 13 2006, 05:56 PM)
Is there a way to stop wait blocks without doing death counters as wait triggers?
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Have the players in the game run no more than one wait at a time (other than hyper triggers), otherwise no.

I also see no problem with using death counters as a replacement for waits.


QUOTE(Oo.Zero.oO @ Nov 16 2006, 04:04 PM)
after I removed the hyper trigger for all players I made a bunch of fixes for triggers and now it doesnt work anymore. During the trigger if you click enough the zealot moves.

You need functional hyper triggers for that to work.
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-16 at 19:18:24
I think I may have found my problem.

Player 7;Always; Share vision with Player 1, ally player 1, preserve

Would this trigger mess up the hyper trigger thats under Player 7.
Report, edit, etc...Posted by xmrxsiegecopx on 2006-11-16 at 19:22:54
There are no wait actions, so no.
Report, edit, etc...Posted by DT_Battlekruser on 2006-11-16 at 20:22:09
QUOTE
Would the fact that it isnt at the bottom of the trigger list effect it?


Yes, it would. Your Player 7 Zealot move trigger is above your hypertriggers, so it will be affected by them.

Why is the trigger for All Players anyway? Remember, All Players is the same thing as checked every single player individually.
Report, edit, etc...Posted by Oo.Zero.oO on 2006-11-16 at 21:46:37
QUOTE
Yes, it would. Your Player 7 Zealot move trigger is above your hypertriggers, so it will be affected by them.



So in order for it to work better should it be on the bottom?
Report, edit, etc...Posted by (U)Bolt_Head on 2006-11-17 at 11:25:37
QUOTE(mugen @ Nov 15 2006, 04:22 PM)
I guess it also work if you put for a Force also, if it doesnt use wait of couse...
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That might make the problem worse, or it would not effect it at all.

QUOTE(Oo.Zero.oO @ Nov 16 2006, 06:04 PM)
For the no moving zealot trigger its all players; move all zealots for current player at campaign map to a location thats on unmovable terrain preserve.

It worked fine for a while, but after I removed the hyper trigger for all players I made a bunch of fixes for triggers and now it doesnt work anymore. During the trigger if you click enough the zealot moves. Would the fact that it isnt at the bottom of the trigger list effect it?
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I think your using a hyper trigger that is too small and ineffective. How many copies and how many waits does your hyper trigger include?

QUOTE(Oo.Zero.oO @ Nov 16 2006, 09:46 PM)
So in order for it to work better should it be on the bottom?
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If that trigger doesn't have any waits it doesn't matter. Unless you needed something else to run before it.
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