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 trigger has the same limitations as the traditional hyper triggers, and still needs to be put on the bottom of the trigger list to avoid wait blocks when using waits. To avoid this,
DC timers should be used.
can someone expand on this? would that hyper trigger cause wait blocks?
Yes. Here's a summary of what a
wait blocks is because you need to know that to understand what I'm explaining next.
The sc trigger engine has the limitation that there can only run
1 wait per player at a time. So if there's an active wait for that player and there's another trigger for the same player with another wait action their trigger will be halted until the first wait finishes and only then the 2nd wait will begin. The first trigger has blocked the 2nd trigger's actions from continuing. That's what we call a wait block.
Hyper triggers are always waits and they work by executing short waits over and over again and each time stimulating a new trigger loop. So when there's always a wait running and you add another wait obviously a wait block will happen.
And now here comes the trick: By moving the hypers to the bottom of the trigger list you make sure that the
hyper is the 2nd trigger that will get
blocked, so the other trigger with the (supposedly) long wait runs fine. So technically this is still a wait block, but one that you control.
"But...", you might say, "I don't want my hypers to get blocked! I need them always on!". Don't worry, that's the second trick: The hypers are owned by All Players, so every active player runs their own copy. And as long as there's at least one player left that still runs their hypers the effect will be active for
every player.
what if it is given to more than one player with a death counter for current player? and what about lag? i read that this is only when a scenario is overfilled with triggers and units is when it begins to lag heavier on the cpu.
Death counters, don't interact with waits or with each other. Just use them as carefree timers.
Yes triggers in the thousands will generate lag because of CPU load. Hyper triggers are at most 24 triggers (3x8, classic hypers) or as few as 2 (complex hypers), so no worries there.
(hallucinated, in bunker, etc.)
commands works with hallucinations and bunker loaded units but bring does not?
My memory of these quirks is a bit flaky so I guess hallucinated isn't relevant. But I seem to remember that at least, at most and exactly also don't work entirely intuitive when dealing with transports, bunkers or hangars.
Too lazy to test to make sure, but it was something like when you got a bunker filled with marines both "at least 1 marine at bunker" (counts units inside) and "at most 0 marines at bunker" (doesn't count units inside) return true.
Post has been edited 1 time(s), last time on Jun 28 2014, 3:19 pm by NudeRaider.