Sleeping wolves wake hungry.
Seeing as that last attempt failed, let's try that again...
THIS IS ANNOYING.
Half the time, when you build a zealot, the triggers don't work.
What it's meant to do is make the hydralisk invincible, spawn two waves of lurkers that attack a burrowed ling under the hydra and then remove the lurkers.
Yes, I realise the entire thing is extremely messy, I don't care right at this moment.
Could someone tell me why the fudge this doesn't work?
Attachments:
Instead of 'exactly 12 deaths', try 'at least 12 deaths', and make another switch of course.
None.
Sleeping wolves wake hungry.
Perfick. I guess hyper trigger cycles go too fast for the game to detect the death count, am I right?
Sorry for wasting your time.
If you weren't being sarcastic, you clear switch 1 at 24 deaths, but you reset the deaths at 36 deaths, so you actually never hit the reset (which is what you need for the triggers to run again). So, don't clear switch 1 at 24 deaths or change where you reset the deaths back to 0.
Clear switch 1 on your very last trigger (where deaths is at least 36). You could also do this whole system with no switch--by death counts only.
Post has been edited 1 time(s), last time on Feb 24 2009, 12:06 am by Fwop_. Reason: more
None.
Sleeping wolves wake hungry.
No, I wasn't being sarcastic.
I thought FTS' suggestion sorted it, but I guess I was wrong - it seems that there's only one wave of lurkers on each cast after the first.
Thanks, Fwop_.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Perfick. I guess hyper trigger cycles go too fast for the game to detect the death count, am I right?
No. Death count changes are detected instantaneous. Even within the same trigger loop.
Bring (if not updated with, move unit/location or remove/kill unit) and Commands are the actions that lag 1-2 trigger loops behind.