Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Help needed on a few aspects of my triggers.
Help needed on a few aspects of my triggers.
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Aug 10 2009, 10:52 am
By: youarenotworthy  

Aug 10 2009, 10:52 am youarenotworthy Post #1



I have a song that I want to loop, but setting a wait interferes with other triggers, how do I bypass this? I think someone will tell me to use death counters but how do i implement the time into the death counters? it's 27000 milliseconds that i need.

Also, solving the problem in that previous aspect may also help this aspect: I have some hallucinated units that I need to stay in a place for a long period of time, but they run out of energy. Is there any way to modify or reset this energy? I was going to try to just remove and then re-make the unit when it runs out of energy, but that causes problems I think because of my hyper triggers, and only 1 or 2 ends up re-setting instead of all four, and at random un-appealing times.

Please explain to me what I am doing wrong.

Attachments:
we.scx
Hits: 1 Size: 1945.48kb



None.

Aug 10 2009, 11:39 am Devourer Post #2

Hello

At your song: http://www.staredit.net/wiki/Death_Counters
With hyper triggers: 12 Deaths in 1 Second (you need to always subtract 1 death of X for only 1 player)
Oh and: running 2 waits for the same player will mess them up, I recommend to use deathcounters.


To your problem with hallu:
As far as I know there is no way to refill hallu-energy.
To your spawning problem with the hallu-units: I have no idea how to fix because I cannot find the trigger which respawns them.
But: you should know that hallu-units are NOT detectable in any condition. (Means "Current Player brings exactly 0 Marine to X" will run untill a real marine is in that location, hallu-marine does not stop this trigger)



Please report errors in the Staredit.Network forum.

Aug 10 2009, 11:48 am youarenotworthy Post #3



Ahhh man! I got it working and it was synching just fine, but now for some reason it overlaps, begins to play before the first one is done. The timing on the death counter is perfect, and I don't have any waits for player 1. Please take a look for me Dev.

Attachments:
we.scx
Hits: 2 Size: 1946.94kb

Post has been edited 1 time(s), last time on Aug 10 2009, 12:44 pm by youarenotworthy.



None.

Aug 10 2009, 8:59 pm poison_us Post #4

Back* from the grave

Triggers are run at about 11.9 per second. If you run multiple deathcounts so that they overlap, instead of clearing to zero, your times will be better.

let's say your deathcounter is Cantina.
Trigger 1--always add 1 death to Cantina for X
Trigger 2--X has exactly 12 deaths of Cantina, set deaths to 0 for Cantina, Add 1 to Cave.
Trigger 3--X has exactly 11 deaths of Cantina, exactly 9 of Cave, set both to zero.

The example above is accurate to 11.9, which is good enough for most purposes. I'll update when I find/remember a longer number for trigger/second operation. IIRC, the 2nd decimal is a 0, so it's fairly good.

EDIT: here you go.
Quote from poison_us
it's *approximately* 11.904761904761904761904761904762.


Post has been edited 1 time(s), last time on Aug 10 2009, 9:05 pm by poison_us.




Aug 10 2009, 9:49 pm youarenotworthy Post #5



TY, I found the perfect loop using your method.

Post has been edited 1 time(s), last time on Aug 10 2009, 10:08 pm by youarenotworthy.



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