Staredit Network

Staredit Network -> Concepts -> Wait between actions..
Report, edit, etc...Posted by RexyRex on 2005-01-21 at 17:35:27
I'm not talking about two seperate triggers. Example:

CONDITIONS:
Always

ACTIONS:
Create 1 Marine at Location X
Create 1 Marine at Location Y

There IS a wait between the marine being created at location X and the marine being created at Location Y. I was playing with grids and you can see it becuase on the right hallucination death the cursor switches from red to green.
Report, edit, etc...Posted by LegacyWeapon on 2005-01-21 at 17:42:26
You mean wait between actions?
But what about non-graphic actions?
Like adding death counts...
Report, edit, etc...Posted by RexyRex on 2005-01-21 at 18:06:59
I am willing to bet that there are waits between non-graphic actions too. But, you really can't test this easily. Can anyone (Dk aren't you good at stuff like this?) think of a way to test this?
Report, edit, etc...Posted by Urmom(U) on 2005-01-21 at 18:18:40
rexy, this is a bit off topic but how do you change the thread name because it sais thanks to lw for spelling and he asid it after you made the thread. if you cant then i feel stupid sad.gif .

ontopc- is there a way to detect how much the wait is?
Report, edit, etc...Posted by RexyRex on 2005-01-21 at 18:22:31
Just edit your first post =P.

And thats half the reason I made this thread, for any ideas how to detect that extremly small wait. Any ideas?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-01-21 at 23:07:14
You could have it constantly create a unit and then add to a deathcount or a score, then have it going for a few frames or something, then subtract the amount that would be caused by the amount of time for the frame? I doubt it will work, but it's worth a shot. I think there isn't mush of a wait at all, it is just StarCraft stoppin itself from getting confused by placing 2 units in the same place at the same time or something.
Report, edit, etc...Posted by RexyRex on 2005-01-21 at 23:14:56
Actually I think it's only doing that becuase that's one location. That one location is hopping all over the place in that map. So I guess that's why =P.
Report, edit, etc...Posted by LegacyWeapon on 2005-01-21 at 23:52:37
I don't think the wait can be detected through any means thus far because in order for our second trigger to "count" the time, our first trigger is already done running. SC Engine can only run 1 trigger action at a time so it has to go down the list 1 at a time at an extraordinarily fast speed.
I don't see how this tiny wait truely affects map making...
Report, edit, etc...Posted by Mini Moose 2707 on 2005-01-22 at 00:35:21
You can't detect it because there is no space between them. You can't have another trigger running internally of a trigger.
Report, edit, etc...Posted by brutetal on 2005-01-22 at 01:22:02
Ever time in a trigger when it fires it will start the very top action and go down from the list till its max or end, I belive it is about a 100 millisecond for each action to fire. Now since thats a very fast time we don't notice it unless you stare at it n clock it!
Report, edit, etc...Posted by Oo.SOLAR.oO on 2005-01-30 at 21:36:27
QUOTE(Mini Moose 2707 @ Jan 22 2005, 12:35 AM)
You can't detect it because there is no space between them. You can't have another trigger running internally of a trigger.
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Hey Rexy happy.gif I was working on my goldeneye map, and when doing revives I tested a new way to make random revives. I had a player constantly going from 1-10 minerals, and with no waits, and it NEVER landed on anything other than one, so I figure that there is no wait time, and if there is it isn't significant enough to have other things occur during the time.

Moose, you can have other triggers be affected by things going on in another trigger. An example would be if you said
Condition : always
Action : Create a zergling at location one for player 1
Action : Wait 1000 milliseconds
Action : Remove all zergling at location one
Action : Preserve trigger

then you had another trigger saying

Condition : Player 1 brings one zergling to location one
Action : End scenario in defeat for current player

The game would end in defeat, due to the wait, even though later in the trigger the unit is removed. So what they mean is, when you don't add a wait, is there a significant wait between actions anyways? I say depends on the action.
Report, edit, etc...Posted by Deathknight on 2005-01-30 at 22:13:02
Rexy, there ARE no waits between actions. It is simply the order they are executed in. It is completely IMPOSSIBLE to get two actions to occur at the exact same time. They are read in a linear format. One right after the other, and there is no noticable wait.
Report, edit, etc...Posted by ub3rn3wb on 2005-01-30 at 23:18:07
happy.gif What he said...
I would have said the same thing, just maybe not as complex as that.
Example:

"Duh! Dont you read english? Left to right, top to bottom, no space in between"
*ub3rn3wb looks like a total censored.gif by saying that
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-01-31 at 00:03:43
So that's why hyper triggers work sorta?
Report, edit, etc...Posted by Deathknight on 2005-01-31 at 11:09:09
I actually don't know why hyper triggers work. :/
It just works.
Report, edit, etc...Posted by MapUnprotector on 2005-01-31 at 11:44:47
Uh, I have a question that relates to this, when you have a wait in a trigger, what exactly happens? Doesn't it go through all the other triggers or something like that?
Report, edit, etc...Posted by Yenku on 2005-01-31 at 12:45:52
Or you could...
Conditions-
Always
Actions-
Create 1 marine at location A
Create 1 marine at location B
Create 1 marine at location C
Create 1 marine at location D
Create 1 marine at location E
Create 1 marine at location F
and so on untill its long enough, and if there is time in between the first and last one than there is a wait in between actions
Report, edit, etc...Posted by D-Von on 2005-01-31 at 17:26:33
QUOTE(brutetal @ Jan 22 2005, 01:22 AM)
I belive it is about a 100 millisecond for each action to fire.
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thats pretty long. I dont think it is that long.
They run in order, I cannot imagine how you could use the time inbetween anyway.
Report, edit, etc...Posted by Yenku on 2005-01-31 at 18:05:34
yea i totaly agree, it wouldnt take that long
Report, edit, etc...Posted by LegacyWeapon on 2005-01-31 at 20:32:39
QUOTE(Yenku @ Jan 31 2005, 12:45 PM)
Or you could...
Conditions-
Always
Actions-
Create 1 marine at location A
Create 1 marine at location B
Create 1 marine at location C
Create 1 marine at location D
Create 1 marine at location E
Create 1 marine at location F
and so on untill its long enough, and if there is time in between the first and last one than there is a wait in between actions
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That won't accomplish anything. You'll see them all suddenly appear.

How hypers and wait blocks work:
When a wait executes, it checks the conditions of all the other triggers to see if any of them are fulfilled. If they are, it will execute that trigger before finishing the first trigger with the wait in it. Hyper triggers are just massive amounts of wait triggers running within each other. Wait blocks occur because they have to check the other triggers and run the other waits before finishing their first one.
Report, edit, etc...Posted by notnuclearrabbit on 2005-02-04 at 09:04:14
[center]Sory, Rexy, but there is no wait between actions. Try putting hyper triggers on the same player that does a Create1, create1, wait, preserve. Only the wait will be affected, and there will be no wait between the first Create1, and the second.[/center]
Report, edit, etc...Posted by RexyRex on 2005-02-04 at 18:20:15
Yes, I realize that now. It was the fact that it was one location doing all those movements that makes it seem as if there was a wait.
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