Is it impossible to make in-game events like the ones seen in the Starcraft campaigns (like having different characters have a conversation) and at the same time have hypertriggers? I'm really torn on this because the map I'm making really wouldn't be that good without either.
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of course it's possible! Though, instead of wait actions you would have to use death counters which is basically the same thing except more flexible. Actually, you could still use wait actions but only if you had one running for a player at a time.
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oh wow I really am a noob I just had to make the hyper trigger for a player without wait triggers, I can still give other players wait triggers.
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Yes but only one wait can run per player at a time.
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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
In a campaign type map it's probably best to give the hypers to a single computer without waits.
However there's another method to avoid wait blocks:
Give the hypers to All Players and move them to the bottom of the trigger list. This will only cause a wait block if each player is running a wait the same time, and even then, the hypers will be blocked for the duration, and nothing else.
On the other hand, if you're playing in Single Player, certain trigger actions like Center View still act retarded, despite having hyper triggers. Watch out for that. If you're making a campaign for Battle.net, then you should be fine.
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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
What Vrael means with "retarded" is that in single player a center view acts as a wait and can cause wait blocks.
Just throwing this out here but... isnt there Complex Hypertriggers to avoid this issue?
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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
They are not useful to avoid wait blocks as you need 2 players without waits while with standard hypers you only need one.
They are used because you can switch them on and off at will.
Just throwing this out here but... isnt there Complex Hypertriggers to avoid this issue?
While they avoid the issue, it's only because they never stack up like normal waits do, so instead of creating a huge block before any other waits can run, they simply shut off as soon as another wait comes into the equation. While it's somewhat useful, the best method
is to simply put them under All Players and make sure they're at the bottom of the trigger list, this ensures that waits will never be blocked, and allows the hypertriggers to continue going except for under some extremely odd circumstances.
None.
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
If you have a computer player without waits I prefer giving the hypers only to this comp for organizational purposes:
Firstly you don't "clutter" your other player's triggers with the hypers. This is no biggie though, the real reason is, each time after creating a new trigger containing a wait you have to move the hyper triggers to the bottom of the list again. This can get pretty annoying when creating a map and if you forget it once, cause wait blocks that are potentially hard to spot.
Also these "extremely odd circumstances" Falk mentioned are when each player is running a wait the same time, which isn't
that odd imo.