Random Trigger
Aug 26 2010, 11:13 pm
By: Striker  

Aug 26 2010, 11:13 pm Striker Post #1



I'm using a random trigger in my map, but i think that it is delaying my other trigger that is centering a location on a unit. Is there any way to fix this?
Is the Random trigger firing too much or what?

Trigger
Players
  • Player 1
  • Conditions
  • Always
  • Actions
  • move "p1" to men owned by current player at "Game Area"
  • Preserve Trigger


  • Trigger
    Players
  • All Players
  • Conditions
  • always
  • Actions
  • Randomize switch 1
  • Randomize switch 2
  • Randomize switch 3
  • Randomize switch 4
  • Preserve Trigger


  • Post has been edited 1 time(s), last time on Aug 26 2010, 11:22 pm by Striker.



    None.

    Aug 26 2010, 11:15 pm Senekis Post #2



    Why don't you post the trigger?
    It's hard to tell with the given information.



    None.

    Aug 26 2010, 11:27 pm Striker Post #3



    Done. Does having the random trigger run for every player cause the delay?



    None.

    Aug 26 2010, 11:30 pm Senekis Post #4



    Was the Center Location trigger working nicely before adding the other trigger?

    What are you using to test if the location is actually moving or not?



    None.

    Aug 26 2010, 11:32 pm Striker Post #5



    The trigger still works but there is about 1-2 second delay. I added a kill trigger to see if it centers.



    None.

    Aug 26 2010, 11:37 pm Senekis Post #6



    in this thread (http://www.staredit.net/254509/) they showed me about hypertriggers and told me about the delay between triggers. So, perhaps having various triggers without an hypertrigger is causing the delay.

    I'm not sure, you could try doing what they suggested to me in that thread (using hypertriggers and death counter instead of waits) or wait a little for someone more experienced to come and help.

    Don't forget to save a backup before adding anything. d:



    None.

    Aug 26 2010, 11:41 pm Striker Post #7



    Yeah I will probably just wait because i have hyper triggers in it too. But i have no idea what's causing delay.



    None.

    Aug 26 2010, 11:50 pm Roy Post #8

    An artist's depiction of an Extended Unit Death

    Triggers in a map loop about once every two seconds without hyper triggers. You must have set up the hyper triggers incorrectly to be experiencing this problem.

    Hyper triggers introduce wait blocks, but since your triggers don't use waits, the blocks would not be present for these triggers.

    The random trigger is definitely not delaying the center location trigger in any way. I guarantee that if you delete the random trigger, the centering rate will not change.

    There's no such thing as a trigger firing too much. You can cause map lag with intensive conditions and/or actions constantly firing, but switches barely use any memory. You could copy/paste that trigger 400 times in your map without causing lag.

    Check your hyper triggers, as it sounds like they are not working right. Otherwise, post the map so it may be further inspected




    Aug 27 2010, 12:04 am Azrael Post #9



    I agree, best bet here is to post the map. There are so many variables that could be involved, the most anyone can do is speculate. If you post the map then the chances someone can give you a definitive answer will increase dramatically.

    Post has been edited 2 time(s), last time on Oct 12 2010, 2:20 am by DevliN. Reason: Mineral abuse.




    Aug 27 2010, 12:11 am Striker Post #10



    Yeah i don't know what I'm doing wrong with the Hyper Triggers.

    Attachments:
    Obs 500 Tourny [Random].scx
    Hits: 3 Size: 55.22kb



    None.

    Aug 27 2010, 12:11 am NudeRaider Post #11

    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

    When there's no wait in a trigger then it can't delay anything. Except if you create massive lag, but you'd notice that easily.

    The delay must have another reason. Could you try to tell us more about what you're doing in your map? Also, how do you notice that the location centering is delayed?




    Aug 27 2010, 12:20 am Senekis Post #12



    I think this is the problem:

    Quote from name:
    LeaderBoardScore(Kills, "///7");
    Wait(5000);
    LeaderBoardScore(Custom, "Dodge Points");
    LeaderBoardComputerPlayers(Disable);
    Comment("Boards");
    PreserveTrigger();

    There's a Wait command asigned to the same player with the Hyper triggers.
    Get rid of the Wait commands and try.

    Post has been edited 1 time(s), last time on Aug 27 2010, 12:29 am by Senekis.



    None.

    Aug 27 2010, 12:25 am Azrael Post #13



    You shouldn't use waits with hyper triggers anyways, death count timers are much more flexible and just as easy to use.

    Post has been edited 2 time(s), last time on Oct 12 2010, 2:20 am by DevliN. Reason: Mineral abuse.




    Aug 27 2010, 2:05 am Striker Post #14



    Quote from Senekis
    I think this is the problem:

    Quote from name:
    LeaderBoardScore(Kills, "///7");
    Wait(5000);
    LeaderBoardScore(Custom, "Dodge Points");
    LeaderBoardComputerPlayers(Disable);
    Comment("Boards");
    PreserveTrigger();

    There's a Wait command asigned to the same player with the Hyper triggers.
    Get rid of the Wait commands and try.

    Even when i add it to a player that doesn't have any waits there is still a delay.



    None.

    Aug 27 2010, 2:18 am Roy Post #15

    An artist's depiction of an Extended Unit Death

    Quote from Striker
    Quote from Senekis
    I think this is the problem:

    Quote from name:
    LeaderBoardScore(Kills, "///7");
    Wait(5000);
    LeaderBoardScore(Custom, "Dodge Points");
    LeaderBoardComputerPlayers(Disable);
    Comment("Boards");
    PreserveTrigger();

    There's a Wait command asigned to the same player with the Hyper triggers.
    Get rid of the Wait commands and try.

    Even when i add it to a player that doesn't have any waits there is still a delay.
    The problem is that you have waits under the player with hyper triggers. Either move all other wait triggers to a different player, replace the waits with death counts, or make the hyper triggers owned by all players and moved to the bottom of the trigger list.




    Aug 27 2010, 2:23 am Striker Post #16



    It still is the same then unit is killed about 1 sec later when observer reaches him.



    None.

    Aug 27 2010, 2:27 am Azrael Post #17



    Quote from Striker
    Even when i add it to a player that doesn't have any waits there is still a delay.
    This is incorrect. All the players have waits, because the waits are under All Players.

    Move the three "Boards" triggers to Force 1 instead of All Players, and the map will function properly.

    Post has been edited 2 time(s), last time on Oct 12 2010, 2:19 am by DevliN. Reason: Mineral abuse.




    Aug 27 2010, 2:31 am Striker Post #18



    Quote from name:Azrael.Wrath
    Move the three "Boards" triggers to Force 1 instead of All Players, and the map will function properly.

    Thanks a lot it works fine now.



    None.

    Aug 27 2010, 2:33 am Azrael Post #19



    No problem, I have to be good at something right? ^^

    Post has been edited 2 time(s), last time on Oct 12 2010, 11:59 am by DevliN. Reason: Mineral abuse.




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