My deathcount system isn't slow anymore, it was solved when I purged every Wait in the triggers, but the problem is that the song either loops too early or too late 'cuz 7266 ain't a quotient of 84. I don't buy the "one wait trigger per player" bullshit because Tux did it more than once, and he also had longass waits (up to 8000 milliseconds) as well as dozens of 100 ms instances. Even if "Play song.wav, "Wait 7266 ms, Preserve trigger" is the only trigger that contains a Wait in my map, problems arise and the deathcount system is no longer accurate.
Looking at Tuxedo-Templar's club map, it seems the amount of milliseconds to play an audio clip is configurable (without appending waits) e.g.
Trigger("Player 1","Player 2","Player 3","Player 4","Player 5","Player 6","Player 7"){
Conditions:
Switch("Switch9", set);
Deaths("Current Player", "Scanner Sweep", Exactly, 1);
Actions:
Set Deaths("Current Player", "Scanner Sweep", Set To, 0);
Play WAV("staredit\\wav\\dance01.wav",
7534); <--- What
Set Deaths("Current Player", "Zerg Extractor", Set To, 11);
Preserve Trigger();
Comment("");
}
Somehow he is able to loop his songs with precision, and I'd try to use his mechanism but backtracking thru his system of switches and death counts is a mindfuck.
Either way, this guy's a fucking genius.
Hyper triggers are known to be a bit troublesome. Be sure they are at the bottom of the trigger list, and it would be best if the player owning the hypers had no other triggers containing waits. If your hypers still seem to be running sluggish, you can try changing the owner to "All Players" and keeping them at the bottom of the list. A great way to see if your hyper triggers aren't working properly is to make a "always: create 1 UnitX, kill all UnitX, preserve" and verify that the unit is constantly, rapidly dying throughout the map.
I did notice that keeping hypers at the bottom bugs shit out less frequently, I thought I was the only one who observed this... and yeah I always keep hypers to All players.
None.