Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Trigger fails to fire 50% of the time.
Trigger fails to fire 50% of the time.
Feb 23 2009, 11:48 pm
By: Magicide  

Feb 23 2009, 11:48 pm Magicide Post #1

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:
lurker spell test.scm
Hits: 3 Size: 40.03kb




Feb 23 2009, 11:52 pm ForTheSwarm Post #2



Instead of 'exactly 12 deaths', try 'at least 12 deaths', and make another switch of course.



None.

Feb 23 2009, 11:58 pm Magicide Post #3

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.




Feb 24 2009, 12:01 am Fwop_ Post #4



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.

Feb 24 2009, 12:09 am Magicide Post #5

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_.




Feb 24 2009, 12:11 am NudeRaider Post #6

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

Quote from Magicide
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.




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