Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Preserve Trigger
Preserve Trigger
Dec 3 2007, 3:58 am
By: blacklight28  

Dec 3 2007, 3:58 am blacklight28 Post #1



In my bound, the preserve won't work, I need help. I triple checked that I put preserve in and i triple checked that the conditions are fine but I run the obstacle and I see the first explosions fire then, no more. No other obstacles are running to cause wait blocks too.



None.

Dec 3 2007, 4:05 am Moose Post #2

We live in a society.

There are only three possibilities.

1. You think there is a preserve, but there isn't. I shouldn't suggest that because it insults your intelligence, but I actually did it today, so.... (shit I just insulted my own intelligence. :P)

2. One or more conditions are no longer met.

3. The wait blocks you claim you don't have - make sure. This could also mean something like your hyper triggers set up/placed incorrectly - a trigger order problem.




Dec 3 2007, 4:15 am Falkoner Post #3



If you have a unit being created to reset one condition, it might not detect that unit immediately when checking the conditions.



None.

Dec 3 2007, 3:56 pm Cloaked-Dragon Post #4



Make sure you have only one bound at a time.
Maybe if you used hyper triggers it would make things faster.



None.

Dec 3 2007, 11:13 pm blacklight28 Post #5



Dude, Dragon, I have hyper triggers, you like can't make a bound without hyper-triggers. And also I made sure I had no more than 1 obstacle running. Check the map.



None.

Dec 3 2007, 11:19 pm Falkoner Post #6



You don't need hypertriggers for the kind of bound your making, actually, they are the cause of the problem.



None.

Dec 3 2007, 11:51 pm blacklight28 Post #7



Huh? BTW I'm gonna add extra stuff that will need the hyper triggers.



None.

Dec 3 2007, 11:58 pm Falkoner Post #8



Well, you're getting Wait Blocks because your bound triggers(with waits) are under the same player as your hypertriggers(with waits)



None.

Dec 4 2007, 1:29 am blacklight28 Post #9



So?



None.

Dec 4 2007, 1:36 am NudeRaider Post #10

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

move the hypers below the obstacle triggers (blocks hypers as long as obstacle is running). You can regard this method as safety measure to avoid the bad effect unnoticed wait blocks.

But better is if you give the hypers to a player that doesn't run the obstacles (or any other wait).




Dec 4 2007, 2:31 am Moose Post #11

We live in a society.

Just move the hypers to the bottom of the list and give them to All Players. You will only experience a wait block if every player runs a wait simultaneously.




Dec 4 2007, 4:44 am Falkoner Post #12



NO NO NO! BAD MOOSE! BAD! Why did you tell him to move them to All Players first thing? I mean, I know that what you said will work out, but I'm sure that he'll have a player slot open that has no waits, using that method adds a slight amount of extra wait time to each wait every time the hypers are turned off.



None.

Dec 4 2007, 5:03 am blacklight28 Post #13



So I should add it to which player? Any player except the current and All Players? What about forces.



None.

Dec 4 2007, 7:36 am Falkoner Post #14



Falkoner.CoW.GooglePages.com/Hyper_Triggers.html

I know, I get made fun of for using my website so often, but I made it for a reason, and it does come in handy :P

Basically, if you don't want to bother skimming through it for the answer, don't put it in any category that would cause it to run for multiple players(forces too, unless there's only one player). Just make sure that there are no waits running for that player, or that if there are waits, there's only one or two that don't have a preserve trigger.

If none of your players have an absence of waits, go ahead and do what Moose said, it shouldn't cause many noticable problems.



None.

Dec 4 2007, 3:55 pm Moose Post #15

We live in a society.

Quote from Falkoner
NO NO NO! BAD MOOSE! BAD! Why did you tell him to move them to All Players first thing? I mean, I know that what you said will work out, but I'm sure that he'll have a player slot open that has no waits, using that method adds a slight amount of extra wait time to each wait every time the hypers are turned off.
What?
First thing?
I don't know how you could misread that, but in my post "to the bottom of the list" is clearly a few words before any mention of "All Players". Having those hyper triggers at the bottom is far more important. I say All Players, because, if you read the rest of my post "You will only experience a wait block if every player runs a wait simultaneously.".
If one player owns the hyper triggers and runs a wait, the hypers will stop running until that wait is finished. If All Players own the hyper triggers, like I said, "You will only experience a wait block if every player runs a wait simultaneously."

I also don't see why him mentioning a need to "turn them off", nor any possible reason he would want to. Properly made triggers and hyper triggers will work perfectly.

Quote from Falkoner
go ahead and do what Moose said, it shouldn't cause many noticable problems.
not* cause any*




Dec 4 2007, 4:13 pm NudeRaider Post #16

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 blacklight28
So I should add it to which player? Any player except the current and All Players? What about forces.
To any single player that has no waits.




Dec 4 2007, 11:04 pm Falkoner Post #17



As I said Moose, the method you posted will add a slight bit of extra wait to each wait that runs for a player, which could really throw off a bound.



None.

Dec 4 2007, 11:22 pm Moose Post #18

We live in a society.

.....

No. No. No. A thousand times no. I just don't believe you. Hyper triggers will cause the triggers to be check every 83ms like they should, regardless of who owns them, who is running them, or how many people are running them.

I challenge you to make a test map to prove it. I'll give you 200 minerals if I'm wrong.

Post has been edited 1 time(s), last time on Dec 4 2007, 11:32 pm by Mini Moose 2707.




Dec 4 2007, 11:23 pm Falkoner Post #19



Here, give me a few hours, I'm going to make a very in-depth hyper trigger test map, and as a side project I'll make two maps to show you what I mean.

Still, if he has a player that isn't using any waits, he might as well use it.

Post has been edited 1 time(s), last time on Dec 4 2007, 11:33 pm by Falkoner.



None.

Dec 4 2007, 11:39 pm Moose Post #20

We live in a society.

How did anyone determine hyper trigger speed as 83ms if they can run at different rates? Or was there some gigantic coverup?




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