Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: hyper trigger help
hyper trigger help
Nov 16 2007, 8:21 pm
By: shadow.wraith  

Nov 16 2007, 8:21 pm shadow.wraith Post #1



well.. heres what i have. hyper trigger works but my problem consits of wait cmds inside text triggers. for instance

All Players
C: unit comes to location B.
A: display text "..."
A: wait 3000 mili secs
A: display text "..."
A: wait 3000 mili secs
A: display text "..."
A: wait 3000 mili secs
A: display text "..."
A: wait 9000 mili secs
A: disable dodad state for left pit door.

Now, the trigger works because the 9000 wait cmd holds the dodad from working untill the dext is done right? Also what about when u have a lot of these trigger "RPG" and they have both wait w/ text roles and effects inside them and they at random changes to the map. change the order of A:'s and make a slight mess of that trigger. Is there an order the working with test, wait cmds, and effects in a trigger when useing hyper triggers?
Also, sence its being sped up by the hyper trigger, why dose trigger placement in lests say player 1 group become effected by trigger placement in lets say focer 2 group?

Oh and can someone post the switch randomness tree?
i need to see how to set up the switches for a low chance ending
my rine can already kill 3 enemyies in one burst but i want a "low" chance of the dmg effecting another team mate as like a ricker shay



None.

Nov 17 2007, 12:41 am NudeRaider Post #2

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 shadow.wraith
well.. heres what i have. hyper trigger works but my problem consits of wait cmds inside text triggers. for instance

All Players
C: unit comes to location B.
A: display text "..."
A: wait 3000 mili secs
A: display text "..."
A: wait 3000 mili secs
A: display text "..."
A: wait 3000 mili secs
A: display text "..."
A: wait 9000 mili secs
A: disable dodad state for left pit door.

Now, the trigger works because the 9000 wait cmd holds the dodad from working untill the dext is done right? Also what about when u have a lot of these trigger "RPG" and they have both wait w/ text roles and effects inside them and they at random changes to the map. change the order of A:'s and make a slight mess of that trigger. Is there an order the working with test, wait cmds, and effects in a trigger when useing hyper triggers?
Also, sence its being sped up by the hyper trigger, why dose trigger placement in lests say player 1 group become effected by trigger placement in lets say focer 2 group?

Oh and can someone post the switch randomness tree?
i need to see how to set up the switches for a low chance ending
my rine can already kill 3 enemyies in one burst but i want a "low" chance of the dmg effecting another team mate as like a ricker shay
OMG what a mess ... lol. Hard to figure what you actually want to know or whats your problem at all.
Next time try to state clearly whats happening and what you WOULD LIKE to happen instead.

But I'll give you some Info related to what you wrote.

Hypertriggers even if owned by only one player affect ALL players. You can't change that.
If you want to use waits give the hypers to a player which does not execute any wait or you will experience wait blocks.
Wait blocks occur when ONE PLAYER is executing 2 waits the same time (e.g. hypers and text/wait sequences).

Switch randomization is quite easy.
For n number of switches you get x number of outcomes, where x = 2 ^ n (2 power n).
For example 3 switches: x = 2 ^ 3 = 8 (000, 001, 010, 011, 100, 101, 110, 111)
When you want an event to appear only all 1024 (=2 ^ 10) trigger loops you would need 10 switches.
You can check for ANY combination. But probably the easiest is 10 conditions, every of them checking another switch to be set.
If you have alternative events you can easily add other triggers with different combinations checked.

Post has been edited 1 time(s), last time on Nov 18 2007, 10:05 am by NudeRaider.




Nov 17 2007, 1:00 am frazz Post #3



As for what to do about the waits, use death counters.



None.

Nov 17 2007, 3:50 am shadow.wraith Post #4



Nude Raider. u did help so ty but, i need more in depth so i'll give u exact info to help (sorry for not starting it out like that, ur right.)
Ok.. ill start with this section because it's the one i'm working on right now.

In the start, a player can select a rine out of a bat and ghost. (all have similar triggers) each has walking sounds, ammo system and a trade system where u have to be standing next to the person to trade with them. Each unit will have an advantage and a disadvantage

like the bat is done. i gave a bat a guard state that gives a player enough time to kill 1 enemy before being attacked (but, if ur slow about attacking, ur bat lets his guard down and a ling can do some real pricey dmg. + bats splash :P

the rine has a 3 kill burst (with in range) but a want there to be a chance that the rine will rick er shay a bullet and hit his team mate (5% or chance)

and im still thinking about more specs for the ghost

for the chance trigger. can u show me a demo?


I forgot about death counters lol can u show me a demo too? :) that should take care of my problem..

But i still dont understand the wait block..
so lets put in in group 2. group 1 has the HT



None.

Nov 17 2007, 4:36 am NudeRaider Post #5

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 shadow.wraith
the rine has a 3 kill burst (with in range) but a want there to be a chance that the rine will rick er shay a bullet and hit his team mate (5% or chance)
[...]
for the chance trigger. can u show me a demo?
5% = 5/100 = 1/20 ~ 1/16 => x = 16 => n = 4 => Randomize 4 Switches

Player owning the marine
Conditions:

w/e
Actions:
Set Switch Randomize Marine1
Set Switch Randomize Marine2
Set Switch Randomize Marine3
Set Switch Randomize Marine4

Player owning the marine
Conditions:

Switch Marine1 Set
Switch Marine2 Set
Switch Marine3 Set
Switch Marine4 Set
(= 1111)
Actions:
Kill 1 [men] of allied players
OR
Set Hitpoints of 1 [men] of allies to 50% (or any other hp value)
Set Switch Clear Marine1
Set Switch Clear Marine2
Set Switch Clear Marine3
Set Switch Clear Marine4


Quote from shadow.wraith
I forgot about death counters lol can u show me a demo too? :) that should take care of my problem..
There are tuts on DCs in some topics here and in mapmaking tuts section on maplantis.org
I will post you a link later.


Quote from shadow.wraith
But i still dont understand the wait block..
so lets put in in group 2. group 1 has the HT
When Force 2 owns the hypertriggers, Force 1's triggers are also sped up. BUT they will NOT cause wait blocks for Force 1.
Hypers are NOT player specific, but Wait blocks ARE.
Wait blocks can be 2 "normal" waits waiting on each other OR a mix of a "normal" wait and a hypertrigger wait.

Post has been edited 1 time(s), last time on Nov 18 2007, 10:09 am by NudeRaider.




Nov 17 2007, 5:47 am Marine Post #6



I thought hyper triggers were:

Conditions:
-Always(or something like that)
Actions:
-Wait for "1" milleseconds
(Do that 63 times, 62 if you want a comment)
-Preserve Trigger


Did i get it wrong or something??



None.

Nov 17 2007, 5:51 am shadow.wraith Post #7



yes. it's wait "0" not "1" and i dont think that adding a comment effects the trigger



None.

Nov 17 2007, 5:55 am Marine Post #8



I use "1" on some maps and it still works for me..



None.

Nov 17 2007, 9:54 am NudeRaider Post #9

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 Marine57
I use "1" on some maps and it still works for me..
Correct, any wait smaller than 84ms will work because 84ms is 1 game tick in sc and varying values from muliples of 84ms will be rounded anyways.

Here's the DC link:
http://www.maplantis.org/index.php?pg=wiki;id=41




Nov 17 2007, 9:49 pm ZugZugZealot Post #10



Quote from shadow.wraith
well.. heres what i have. hyper trigger works but my problem consits of wait cmds inside text triggers. for instance
All Players
C: unit comes to location B.
A: display text "..."
A: wait 3000 mili secs
A: display text "..."
A: wait 3000 mili secs
A: display text "..."
A: wait 3000 mili secs
A: display text "..."
A: wait 9000 mili secs
A: disable dodad state for left pit door.

There is a way to keep hyper triggers and triggers use long waits in the game.

C: unit comes to location B.
A: Clear 'hyper switch'
A: display text "..."
A: wait 3000 mili secs
A: display text "..."
A: wait 3000 mili secs
A: display text "..."
A: wait 3000 mili secs
A: display text "..."
A: wait 9000 mili secs
A: Set 'hyper switch'
A: disable dodad state for left pit door.

And for the hyper triggers...
Remove condition "Always"
Add condition "'Hyper Switch' is set"



None.

Nov 18 2007, 12:24 am Marine Post #11



and for a basic hyper trigger just do:

[Conditions]:
w/e u want
[Actions]:
Wait for "#" millseconds
(63-62 times)
Preserve Trigger.
:)
Or if you want a comment you do 62, thats what i do... I dont understand why you guys have to make it so complicated O.o



None.

Nov 18 2007, 1:40 am who Post #12



That's what they described for hyper triggers - they didn't make it any more complicated O.o
However, when substituting a lot of waits with DC waits, it can get very messy, so having the hypertrigger only execute when a switch is set can work as an alternative. So whenever there's a trigger with lots of waits, have it clear the hypertrigger switch, then set it again at the end of the trigger. This will eliminate wait blocks, as long as another player isn't getting waits at the same time.



None.

Nov 18 2007, 3:52 am Marine Post #13



Thats complicated to me O.o :(



None.

Nov 18 2007, 10:03 am NudeRaider Post #14

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 Marine57
Thats complicated to me O.o :(
If you still don't understand the problems that can arise with wrong hypertrigger usage and how to avoid them you should really look deeper into that matter. The basics are explained fairly well in this topic.

Otherwise I suggest you don't use hypertriggers in your map(s) if you don't know what you are doing or you will run into a lot of trouble in the future.
Hypertriggers aren't a monster that is impossible to understand. When you know whats happening when a wait is executed its even very logical (to me at least).

And just for the lulz... here is a topic about hypers that IS complicated. (I don't want complaints anymore about "how complicated" the current topic is, after you read that ;) )




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