Hyper Triggers
Jan 13 2008, 5:43 pm
By: 12egoldi  

Jan 13 2008, 5:43 pm 12egoldi Post #1



Ok, i have absolutely noooo idea how to do this. BUT. i know i need to use a HT for a spawning trigger....

So
my idea is to create 50 units for player 5 every 30 seconds....
What i have understood from the other tthreads has been that a hp is somethin like this:
Trigger
Players

  • PLAYER 5
  • Conditions

  • Elapsed time is atleast 1 sec.
  • Actions

  • Modify death counts of player 5: set to 359 deaths of rhynadon


  • NEXT TRIGGER
    [TRIGGER]
    [CONDITIONS]
    [*]Player 5 has suffered at most 359 deaths of rhynadon
    [/CONDITIONS]
    [ACTIONS]
    [*]Modify death count for player 5: add 1 deaths of rhynadon
    [*]preserve trigger
    [/ACTIONS]
    [/TRIGGER]

    NEXT TRIGGER
    [TRIGGER]
    [CONDITIONS]
    [*]Player 5 has suffered at most 360 deaths of rhynadon
    [/CONDITIONS]
    [ACTIONS]
    [*]create 50 ultralisk for player 5 at spawn 1
    [*]preserve trigger
    [/ACTIONS]
    [/TRIGGER]

    NEXT TRIGGER
    [TRIGGER]
    [CONDITIONS]
    [*]Player 5 has suffered at most 360 deaths of rhynadon
    [/CONDITIONS]
    [ACTIONS]
    [*]Modify death count for player 5: set to 359 deaths of rhynadon
    [*]preserve trigger
    [/ACTIONS]
    [/TRIGGER]

    is this ok?



    None.

    Jan 13 2008, 6:05 pm y10k Post #2



    Use this instead:
    C:P5 has exactly 360 death of rhynadon
    A:create 50 units for P5
    A:set death of rhynadon for P5 to 0
    A:preserved

    C:always
    A:add 1 death of rhynadon for P5
    A:preserved



    None.

    Jan 13 2008, 6:27 pm 12egoldi Post #3



    mmmmm dont work...but ty anyway



    None.

    Jan 13 2008, 7:17 pm who Post #4



    you understood the triggers i posted incorrectly
    the one y10k does basically the same thing, it's probably actually working for you, but it takes too long, since you don't have hypers.

    have this for hyper triggers (under a player with no waits)

    C:
    always
    A:
    preserve trigger
    comment
    wait(0) x 62

    then copy that trigger 3 times.



    None.

    Jan 13 2008, 10:01 pm Falkoner Post #5



    http://Falkoner.CoW.GooglePages.com/Hyper_Triggers.html

    The correct triggers, if your hypertriggers worked properly, would be:

    Trigger
    Players

  • P1
  • Conditions

  • Always
  • Actions

  • Add 1 death for Rhynadon for player 1
  • Preserve Trigger


  • Trigger
    Players

  • Player 1
  • Conditions

  • Player 1 has suffered at least 360 deaths of Rhynadon
  • Actions

  • Create 50 Ultralisks for Player 1 at 'Spawn'
  • Set deaths on Rhynadon for Player 1 to 0
  • Preserve Trigger




  • None.

    Jan 13 2008, 10:54 pm 12egoldi Post #6



    someone09 does wait(0) x 62 mean
    wait (62000) milliseconds

    or does it mean

    wait(0)
    wait(0)
    wait(0)
    wait(0)
    wait(0)
    wait(0)
    wait(0)
    etc... (x62)

    ?



    None.

    Jan 13 2008, 11:40 pm Falkoner Post #7



    It means wait 0, like the link I pointed to you said :P

    Using 62000 just gives major wait blocks :P



    None.

    Jan 14 2008, 3:28 am Joshgt2 Post #8



    If your looking for a nice set of hyper triggers without having the wait blocks, then that isn't the way to go...
    Trigger 1:
    Player: whom ever
    Condition: Always
    Actions: -Wait 0 milliseconds
    - Set 'Wait' (or any other name for this switch)
    -Wait 0 milliseconds
    - Preserve Trigger

    Trigger 2:
    Player: I believe a different one
    Condition: - 'Wait' is set
    Actions: -Wait 0 milliseconds
    -Preserve trigger

    That will take out all wait blocks that you may have.



    None.

    Jan 14 2008, 5:09 am NudeRaider Post #9

    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 Joshgt
    If your looking for a nice set of hyper triggers without having the wait blocks, then that isn't the way to go...
    Trigger 1:
    Player: whom ever
    Condition: Always
    Actions: -Wait 0 milliseconds
    - Set 'Wait' (or any other name for this switch)
    -Wait 0 milliseconds
    - Preserve Trigger

    Trigger 2:
    Player: I believe a different one
    Condition: - 'Wait' is set
    Actions: -Wait 0 milliseconds
    -Preserve trigger

    That will take out all wait blocks that you may have.
    I believe Trigger 2 must clear the switch




    Jan 14 2008, 5:18 am Fwop_ Post #10



    Just don't use wait timers for anything and you won't ever have the problem of wait blocks.



    None.

    Jan 14 2008, 8:23 pm 12egoldi Post #11



    Quote from Falkoner
    http://Falkoner.CoW.GooglePages.com/Hyper_Triggers.html

    The correct triggers, if your hypertriggers worked properly, would be:

    Trigger
    Players

  • P1
  • Conditions

  • Always
  • Actions

  • Add 1 death for Rhynadon for player 1
  • Preserve Trigger


  • Trigger
    Players

  • Player 1
  • Conditions

  • Player 1 has suffered at least 360 deaths of Rhynadon
  • Actions

  • Create 50 Ultralisks for Player 1 at 'Spawn'
  • Set deaths on Rhynadon for Player 1 to 0
  • Preserve Trigger


  • So, before all that u must put a hyper trig right?

    like...
    always
    wait (0) x 62

    always
    wait (0) x 62

    always
    wait (0) x 62

    and then your trigger?



    None.

    Jan 14 2008, 8:40 pm who Post #12



    no, you just need them once in your whole map.
    if you have any other waits that need to be run, put the hyper triggers under a computer player who doesn't use any waits. It will still work for all the players.



    None.

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