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Staredit Network -> UMS Assistance -> [SOLVED] Odd Question..
Report, edit, etc...Posted by Oo.Jamal.oO on 2007-01-19 at 21:57:28
Well, it's not really odd.

I'm making a bound with a drag obstacle, set so that it's very hard, but beatable, with one player. However, when I get with more than one player the trigger doesn't slow down, but it seems a hell of a lot easier, like the drag isn't working as well. I'm not sure if this is just lag, or a map problem, like wait blocks (It shouldn't be wait blocks if the trigger is running just as fast..).

Help?
Report, edit, etc...Posted by PCFredZ on 2007-01-19 at 22:01:58
Either post your map or describe exactly how you're doing the "drag" effect.
Report, edit, etc...Posted by Falkoner on 2007-01-20 at 10:16:42
Your drag method needs no waits whatsoever, just hypertriggers and a trigger to constantly order all the units for the bounders to move to the explosion.
Report, edit, etc...Posted by LazyCoder on 2007-01-20 at 11:54:45
Those are really annoying though. It would be neat to use a mobile grid system to move them downwards towards a pit or something, but so they can still move.
Report, edit, etc...Posted by Falkoner on 2007-01-20 at 13:46:36
Well, you wouldn't use full out hypertriggers, you would have them be slightly slower.
Report, edit, etc...Posted by fritfrat(U) on 2007-01-20 at 21:59:39
It's probably wait blocks; lag wouldn't make it easier, excluding that you can get more clicks in the same amount of time. Just use a death counter (obviously a very small one) instead of any waits.
Report, edit, etc...Posted by Oo.Jamal.oO on 2007-01-21 at 09:29:37
Fritfrat(U), I was going to use your system but I have found that certain wait times work (I.E. 90 works, but 83 doesn't..), so I just found one that worked and used it. Thanks for the help guys, though.
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