Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Non-standard hyper trigger speed
Non-standard hyper trigger speed
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Jun 16 2009, 12:15 am
By: FatalException  

Jun 16 2009, 12:15 am FatalException Post #1



How do I calculate the speed of hyper triggers on non-Fastest speeds?

Alternatively, if no one knows that, does anyone know how fast full-speed hyper triggers run on Faster, or how much slower Faster is than Fastest?



None.

Jun 16 2009, 12:32 am Morphling Post #2



This map tells you what speed you play at.

Attachments:
SpeedSettingDetection.scm
Hits: 4 Size: 25.71kb



None.

Jun 16 2009, 1:56 am Vrael Post #3



Make a trigger:

Always
Add 1 to minerals for Current Player
Preserve Trigger

Get a stopwatch. Host the game for 5 minutes or so, then divide # minerals by seconds elapsed to get a rough idea of trigger cycles/second.
Longer lengths of time will yield more accurate results.



None.

Jun 16 2009, 3:53 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

Hyper triggers run every other frame.

Fastest 24 fps
Faster 21 fps
Fast 18 fps
Normal 15 fps
Slow 12 fps
Slower 9 fps
Slowest 6 fps

These numbers aren't entirely correct, but they should give you an estimate. I believe they actually run at some crazy decimal in fps, but rounded they're nice and whole.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jun 16 2009, 6:08 am Wormer Post #5



Quote from Vrael
Longer lengths of time will yield more accurate results.
Do you imply different number of trigger cycles run each second? Of course not... Then why simply not to calculate it for one second (and better not the first one)?



Some.

Jun 16 2009, 4:13 pm Falkoner Post #6



It seems to me that you'd need to test it more than simply calculate it, because waits run at normal time, regardless of game speed, and the trigger cycles that would happen without the waits change based on game speed, so I think the entire thing must be tested.

Stopwatch..? :P



None.

Jun 23 2009, 5:12 pm poison_us Post #7

Back* from the grave

Quote from Wormer
Quote from Vrael
Longer lengths of time will yield more accurate results.
Do you imply different number of trigger cycles run each second? Of course not... Then why simply not to calculate it for one second (and better not the first one)?

For mathematical averages, the higher the sample size divided by the occurrences yields a more accurate result.
Say you run it for 2 seconds...you would get 30 minerals @ normal speed.
Now, let's say you run it for 2 hours. You would get an estimated 108,000 [2 * 60 * 60 = 7,200 seconds in 2 hrs, * 15 = fps]. Instead of the predicted 108,000, you get 107,500. Averaged out, [107,500 / 7,200] it would give 14.931 [rounded to thousandths] fps.

Wouldn't you agree 14.931 is more accurate than 15? :bleh:




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Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
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[2024-5-05. : 9:35 pm]
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Vrael -- that is insane
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Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
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