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?
Player 1Alwaysmove "p1" to men owned by current player at "Game Area"Preserve Trigger All PlayersalwaysRandomize switch 1Randomize switch 2Randomize switch 3Randomize switch 4Preserve Trigger
Post has been edited 1 time(s), last time on Aug 26 2010, 11:22 pm by Striker.
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Why don't you post the trigger?
It's hard to tell with the given information.
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Done. Does having the random trigger run for every player cause the delay?
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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?
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The trigger still works but there is about 1-2 second delay. I added a kill trigger to see if it centers.
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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:
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Yeah I will probably just wait because i have hyper triggers in it too. But i have no idea what's causing delay.
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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
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.
Yeah i don't know what I'm doing wrong with the Hyper Triggers.
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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
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?
I think this is the problem:
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.
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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.
I think this is the problem:
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.
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An artist's depiction of an Extended Unit Death
I think this is the problem:
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.
It still is the same then unit is killed about 1 sec later when observer reaches him.
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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.
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.
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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.