There is a small location that cant be enlarged. Any air unit that flies over it should be transferred to another location, units should immediately be detected and not allowed to fly beyond the location. So the fast air units should be detected as well. What are the best methods to do this?
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
Any other methods? Because it interferes with other triggers..
None.
Any other methods? Because it interferes with other triggers..
wut
Hyper triggers should ALWAYS be used. In any map. They interfere with nothing, unless you used waits prolifically, which is bad anyways.
Rewrite your map to use death counter timers in a way that is hyper-trigger friendly.
None.
I can't do that anymore, way too much triggers. So if there are any other good methods, it would be great.
None.
You either need to enlarge the location, or use hyper triggers, or remove the air units that move too fast.
Post has been edited 2 time(s), last time on Oct 12 2010, 12:05 pm by DevliN. Reason: Mineral abuse.
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
No excuses, use hyper triggers.
Keep in mind to avoid wait blocks there's 2 methods:
- Put hypers at the bottom of the trigger list for All Players. This will disable the hypers when each player is running a wait the same time.
- Give the hypers to a single computer player which has no waits
No excuses, use hyper triggers.
Keep in mind to avoid wait blocks there's 2 methods:
- Give the hypers to a single computer player which has no waits
I want to use this, i checked for hyper triggers in tutorials, but I saw various amount of "Wait 0 milliseconds." that were used. so but how many of these do I exactly need? and the hyper trigger itself also needs to be copied multiple times, how many times?
None.
Hyper triggers consist of the maximum amount of wait 0 you can put in a trigger, and copy it two more times. This makes the "delay" between triggers happen only once every 15 hours.
So 62-63 waits with a preserve trigger and/or a comment, copied until you have 3 of them (4 of them makes the delay happen only once every few days, much longer than any SC game ever lasts). Put them last in your trigger list so that they won't disrupt other waits you have, though you shouldn't be using any waits other than hyper triggers.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Put them last in your trigger list so that they won't disrupt other waits you have, though you shouldn't be using any waits other than hyper triggers.
I already used them, and its too much work too change it. but i seperated them over the players, and i'll put the hyper triggers at another player, on the bottom the trigger list of that player. then it should be ok right?
None.
Alternatively, you can use the method for Switch Hypers if you can spare players to run them:
Trigger("Player 8"){
Conditions:
Always();
Actions:
Wait(0);
Set Switch("Switch1", set);
Wait(0);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Switch("Switch1", set);
Actions:
Set Switch("Switch1", clear);
Wait(0);
Preserve Trigger();
}
//-----------------------------------------------------------------//
You aren't forced to use Player 8 and Player 7, the first trigger just has to belong to a higher numbered player than the first. Also, you can use any switch.
Alternatively, you can use the method for Switch Hypers if you can spare players to run them:
Collapsable Box
Trigger("Player 8"){
Conditions:
Always();
Actions:
Wait(0);
Set Switch("Switch1", set);
Wait(0);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Switch("Switch1", set);
Actions:
Set Switch("Switch1", clear);
Wait(0);
Preserve Trigger();
}
//-----------------------------------------------------------------//
You aren't forced to use Player 8 and Player 7, the first trigger just has to belong to a higher numbered player than the first. Also, you can use any switch.
This is the best method, because of it's simplicity and does away with NEO.
---
HTs are fundamental for every single map. Waits are outdated for every single purpose. Death counts are more accurate and powerful to use within the HT system for timing.
None.
Alternatively, you can use the method for Switch Hypers if you can spare players to run them:
Collapsable Box
Trigger("Player 8"){
Conditions:
Always();
Actions:
Wait(0);
Set Switch("Switch1", set);
Wait(0);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Switch("Switch1", set);
Actions:
Set Switch("Switch1", clear);
Wait(0);
Preserve Trigger();
}
//-----------------------------------------------------------------//
You aren't forced to use Player 8 and Player 7, the first trigger just has to belong to a higher numbered player than the first. Also, you can use any switch.
This is the best method, because of it's simplicity and does away with NEO.
---
HTs are fundamental for every single map. Waits are outdated for every single purpose. Death counts are more accurate and powerful to use within the HT system for timing.
You say simplicity? Duh... It's the worse method because it requires 2 players instead of 1 and who cares it will run forever or the eternity?.. I am also a perfectionist, but life teaches to be practical.
Some.
Alternatively, you can use the method for Switch Hypers if you can spare players to run them:
Collapsable Box
Trigger("Player 8"){
Conditions:
Always();
Actions:
Wait(0);
Set Switch("Switch1", set);
Wait(0);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Switch("Switch1", set);
Actions:
Set Switch("Switch1", clear);
Wait(0);
Preserve Trigger();
}
//-----------------------------------------------------------------//
You aren't forced to use Player 8 and Player 7, the first trigger just has to belong to a higher numbered player than the first. Also, you can use any switch.
This is the best method, because of it's simplicity and does away with NEO.
---
HTs are fundamental for every single map. Waits are outdated for every single purpose. Death counts are more accurate and powerful to use within the HT system for timing.
You say simplicity? Duh... It's the worse method because it requires 2 players instead of 1 and who cares it will run forever or the eternity?.. I am also a perfectionist, but life teaches to be practical.
Technically running HTs for "All Players" uses all 8. And I don't see how using two makes a difference.
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
I fully support FoxWolf1 on that matter. I was just too lazy to address it.
ok i made the hyper triggers, and copied it so i had 5 of them, but some of the units still were too fast to be detected. so what else can i do?
None.
How large is the location?
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
about 4 x 4. I cant enlarge it.
also, what is the fastest air unit?
None.
4x4 pixels is pretty small but still should be small enough.
Interceptors are the fastest air unit, with muta/scourge/wraith/etc... being second. Scourges are probably the ones to test, as they are the smallest.
I think you're encountering wait blocks because you're using waits elsewhere.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"