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

Dec 4 2007, 11:50 pm NudeRaider Post #21

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

This discussion is becoming interesting.

I'm excited what the outcome may be. ;)

I cheer for moose :D




Dec 5 2007, 12:02 am blacklight28 Post #22



I thought my problem was the triggers not preserving...? Unless there's just like this HUGE wait block.



None.

Dec 5 2007, 12:07 am Falkoner Post #23



Wait blocks are not how people think they are, with hypertriggers, often you will NEVER get through the block.

Also, does anyone have any idea how I could have the hypertriggers and the actual trigger switch off? Like, the hypertriggers turn off for the one trigger to run, then they run again, then the trigger runs, and it keeps looping that way?

Because I know Moose is right in the aspect that there won't be any problems once the hypertriggers go off for that player for the triggers to run, I think that when they get cut off by wait in the trigger above them, it adds a slight amount of time to that wait.

And actually Moose, it's funny because rather than 12 times a second in Fastest like most people think, hypertriggers actually go 8 times a second in Fastest.

Post has been edited 2 time(s), last time on Dec 5 2007, 12:15 am by Falkoner.



None.

Dec 5 2007, 12:26 am Falkoner Post #24



Well, I tested it, and it seems you are right, there isn't a problem at all with it. I was almost sure that there would be a bit of a pause since the hypertriggers would cause a tiny wait block, but I guess I was wrong, thanks for correcting me Moose, now I know.



None.

Dec 5 2007, 1:00 am NudeRaider Post #25

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
I thought my problem was the triggers not preserving...? Unless there's just like this HUGE wait block.
Well then you are wrong - i guess... I didn't check triggers but preserves do ALWAYS work.

And yes, a wait executed by a player with hypers DOES cause a huge wait block.

Quote from Falkoner
And actually Moose, it's funny because rather than 12 times a second in Fastest like most people think, hypertriggers actually go 8 times a second in Fastest.
wtf? This statement from you?! Hypertriggers go 12 times a real time second on speed 7 and 8 times in a ingame second.




Dec 5 2007, 1:17 am Falkoner Post #26



Yeah, I know. But if you want the triggers to run as fast as the game is running, 8 is the actual time per second.



None.

Dec 5 2007, 1:49 am Fwop_ Post #27



It's 8 hypercycles per second elapsed time. The triggers will run slower on slower speeds.



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Dec 5 2007, 5:57 am blacklight28 Post #28



Soooooooooooooooo, if I just move the hypers to like any single player, it'll work? The problem will be gone? And Falk, you can have the hypers run on switches or something? So when you want the trigger, set or clear the switch that enables the hypers.



None.

Dec 5 2007, 6:29 am Moose Post #29

We live in a society.

Put the hypers at the bottom of the list. That is the most important thing you can do.

The next is either putting the hyper triggers for ALL PLAYERS or having a player with NO OTHER WAITS run them. Either will produce identical results.




Dec 5 2007, 11:11 am NudeRaider Post #30

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 Mini Moose 2707
Put the hypers at the bottom of the list. That is the most important thing you can do
Why is it important to move them down when I make sure the player runs no other waits?
I know many maps that have hypers first and they work fine.

The problem is that while you add more triggers you will always have to move them down again (except you are copying existing ones).




Dec 5 2007, 2:42 pm Moose Post #31

We live in a society.

There shouldn't be any problems if the hypers are the only waits the player runs. It's a matter of habit for me... so I don't have to scroll through a bunch of them to get to my actual triggers. :P




Dec 5 2007, 8:18 pm Falkoner Post #32



Yeah, for organizational purposes, moving them down is just something you do, it also stops hypertriggers from stopping other waits, a handy side-effect :P Of course, if you only have them under a certain player, and you move them to the bottom and then a wait runs above them, the hypertriggers will simply turn off until the wait is over, putting them under All Players makes it so even if a wait is running for one player with the triggers, stopping them, another player will still continue to run the Hypers, so they don't turn off.



None.

Dec 6 2007, 4:42 am blacklight28 Post #33



Thx a lot guys. Fixed it.



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