Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Keeping triggers from multi-firing with hypertriggers
Keeping triggers from multi-firing with hypertriggers
Apr 2 2008, 11:08 pm
By: Jozrael  

Apr 2 2008, 11:08 pm Jozrael Post #1



Ok. So, I've got this map where control over a central area alternates back and forth between these two teams, and I want to hypertriggr it. Problem is, a lot of messages were based on a countdown timer. Basically, if u control the center for 3 minutes u win. So when u first take control, there needs to be a messags, and when theres 30 seconds left, there needs to be a message. If I base it solely on countdown timer that means theres like 8 messages per second @_@. I only want one. Any way to do this without mass switches @_@? (Theres a lot more messages)



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Apr 2 2008, 11:19 pm who Post #2



Use death counts for waits? Can you explain better? What does the countdown timer have to do with hypers?



None.

Apr 2 2008, 11:25 pm Falkoner Post #3



Have a trigger that constantly subtracts 1 from a death count, then have a condition in the text triggers that the death count must be at 0, then in those triggers' actions, have something that sets it to 8-12 or something, just test it out to find the value that works perfectly.

This will make it so it runs once, then it's conditions are not met until the death gets back down to 0, and hopefully by that time the other conditions will no longer be met, or it will look just fine.

Note that every player might need their own individual death count.



None.

Apr 3 2008, 12:41 am pneumatic Post #4



You CAN use a countdown timer. Countdown timers are not affected at all by hypertriggers.

Do this -- it will work totally fine, I just checked it out right now with hyper triggers:

C: Bring unit to control area.
A: Display text: "You have control!"
A: Set countdown timer to 3:00.

C: Countdown timer is 0:30.
A: Display text: "30 seconds left!"

C: Countdown timer is 0:00
A: whatever


All you need to add is preserve trigger and switches or whatever so it keeps working.



None.

Apr 3 2008, 12:44 am Falkoner Post #5



Yes, but he wants it to display every time that happens, so he has to have a preserve trigger, and with your method, a trigger would go off 8 times before the countdown timer changes again.



None.

Apr 3 2008, 12:52 am pneumatic Post #6



Quote from Falkoner
Yes, but he wants it to display every time that happens, so he has to have a preserve trigger, and with your method, a trigger would go off 8 times before the countdown timer changes again.
You only need 1 switch per message, in addition to the global "Switch 1". Set them all when you set the timer.
This will also display how much time is left, which is harder with death counts.

C: Bring unit to control area.
C: Switch 1 is cleared.
C: Switch 2 is cleared.
A: Display text: "You have control!"
A: Set countdown timer to 3:00.
A: Set Switch 1.
A: Set Switch 2.
A: Set Switch 3.
A: Preserve trigger.

C: Countdown timer is 0:30.
C: Switch 1 is set.
C: Switch 2 is set.
A: Display text: "30 seconds left!"
A: Clear Switch 2.
A: Preserve trigger.

C: Countdown timer is 0:00
C: Switch 1 is set.
C: Switch 3 is set.
A: whatever
A: Clear Switch 3.
A: Preserve trigger.

C: No units at Control area
A: Set Countdown Timer to 0 seconds.
A: Clear Switch 1.
A: Clear Switch 2.
A: Clear Switch 3.
A: Preserve trigger.

Post has been edited 1 time(s), last time on Apr 3 2008, 1:16 am by razorsnail.



None.

Apr 3 2008, 1:18 am Falkoner Post #7



1 Switch per message takes up a lot more space than simply using a single death count for every message, my method only requires one death count, extra action, one extra condition, and 1 other trigger, but only one, not for each message.



None.

Apr 3 2008, 1:28 am pneumatic Post #8



True. Try this instead. This way, you'll still be able to display a Countdown Timer, but only use a single Death Count unit.

C: Bring unit to control area.
C: Player has suffered 0 deaths of "Flag".
A: Display text: "You have control!"
A: Set countdown timer to 3:00.
A: Set Deaths of Flag to 1.
A: Preserve trigger.

C: Countdown timer is 0:30.
C: Player has suffered 1 deaths of "Flag".
A: Display text: "30 seconds left!"
A: Set Deaths of Flag to 2.
A: Preserve trigger.

C: Countdown timer is 0:15
C: Player has suffered 2 deaths of "Flag".
A: Display text: "15 seconds left!"
A: Set Deaths of Flag to 3.
A: Preserve trigger.

C: No units at Control area
A: Set Countdown Timer to 0 seconds.
A: Set Deaths of Flag to 0.
A: Preserve trigger.



None.

Apr 3 2008, 1:45 am DT_Battlekruser Post #9



Or just use a death count running down in parallel with your timer (timer is just for visual purposes), and use an Exactly condition, since that will trigger once and exactly once each trigger run.

e.g.

//Control conditions met
SetCountdownTimer(SetTo,180);
SetDeaths(player,SetTo,2143,unit);

Deaths(player,Exactly,357,unit);
DisplayText(message);


Each hypertrigger run is 84 milliseconds, so there are 1000/84 death count increments per second.




None.

Apr 3 2008, 4:00 am Jozrael Post #10



Wow thanks :D. I learn more about mapmaking daily from this site. I run one of the Heaven's Last Stand branches, so I'm constantly looking for more techniques. Thanks :D>



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