Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Hyper Trigger Help
Hyper Trigger Help
Apr 9 2008, 3:29 am
By: Snowblind  

Apr 9 2008, 3:29 am Snowblind Post #1



Okay, so I'm the person who had the hell of a map to make, and was asking thousands of random questions. Well heres another. How do I have hypers apply to one player? I only want the hypers to apply to the player who owns all the stuff in the place where you buy units with civs. I only want that, which is Player 6 to have hypers. I don't want player 7 and 8 to spawn millions of reavers for the first level, and never truly end it. Help?



None.

Apr 9 2008, 3:31 am Falkoner Post #2



No can do, sorry, just make some smarter conditions instead of Always or If switch 1 is set for the reavers.



None.

Apr 9 2008, 6:15 am rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

Well, you could always run hyper triggers only when you wanted to.

The smarter thing to do would be to put timers on things, though. It's more accurate, and it looks good.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 9 2008, 6:56 am NudeRaider Post #4

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

Always executing hypers can drastically increase lag. You might want to use switched hypers which can be turned off and on instantly. Whichever method of hyper triggering you use, they will always affect all players.

If you want to spawn only a given amount of reavers you could make a counter which counts how often the trigger has been executed and add this condition to the trigger: has suffered at most 100 deaths of 'counter'




Apr 10 2008, 11:07 am Brontobyte Post #5



Can someone tell me, in detail, how to make Hyper Trigger with Death Counters. I want it simple plz. :D



None.

Apr 10 2008, 11:42 am NudeRaider Post #6

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

That is not possible. Only the special properties of waits make hyper triggers work.
Or do you seriously mean to replace the switches of switched hypers with dcs?
That would be easy:

Players:
(Player "X")

Conditions:
Player X has suffered exactly 1 death of 'dc 1'

Actions:
Preserve trigger.
Comment. "Clear"
Wait 0 milliseconds.
Set deaths of 'dc 1' for Player X to 0

Players:
(Player "Z")

Conditions:
Always

Actions:
Preserve trigger.
Comment. "Set"
Wait 0 milliseconds.
Set deaths of 'dc 1' for Player X to 1
Wait 0 milliseconds.




Apr 10 2008, 1:38 pm Brontobyte Post #7



Quote from NudeRaider
That is not possible. Only the special properties of waits make hyper triggers work.
Or do you seriously mean to replace the switches of switched hypers with dcs?
That would be easy:

Players:
(Player "X")

Conditions:
Player X has suffered exactly 1 death of 'dc 1'

Actions:
Preserve trigger.
Comment. "Clear"
Wait 0 milliseconds.
Set deaths of 'dc 1' for Player X to 0

Players:
(Player "Z")

Conditions:
Always

Actions:
Preserve trigger.
Comment. "Set"
Wait 0 milliseconds.
Set deaths of 'dc 1' for Player X to 1
Wait 0 milliseconds.

I don't know. It might of been with stitches.



None.

Apr 10 2008, 1:45 pm Falkoner Post #8



Works either way, this tutorial has a good visual:
http://Falkoner.CoW.GooglePages.com/Hyper_Triggers.html

Go to Complex HyperTriggers



None.

Apr 10 2008, 1:48 pm Brontobyte Post #9



Quote from Falkoner
Works either way, this tutorial has a good visual:
http://Falkoner.CoW.GooglePages.com/Hyper_Triggers.html

Go to Complex HyperTriggers
Which way would be the most effective for a bound map? I already use Death Counters for the obsticals.



None.

Apr 10 2008, 5:28 pm rockz Post #10

ᴄʜᴇᴇsᴇ ɪᴛ!

I could never get those to work. I always needed an extra wait 0 after the "set deaths to 0"

As for which would be more effective, either one is fine. Since you have more than enough death counters, you'll never run out of them. If need be, you can always use switches...



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 10 2008, 5:50 pm NudeRaider Post #11

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

Just take standard hyper triggers (63x wait + 1 preseve) x 3.
In a bound map there's usually no need to switch hypers off.
Have them owned by a player that is not executing any wait (other than hypers) and you're fine. Maybe you'll have to reserve an extra comp player for them, if you have the obstacles owned by a comp too.




Apr 10 2008, 7:14 pm Brontobyte Post #12



Quote from NudeRaider
Just take standard hyper triggers (63x wait + 1 preseve) x 3.
In a bound map there's usually no need to switch hypers off.
Have them owned by a player that is not executing any wait (other than hypers) and you're fine. Maybe you'll have to reserve an extra comp player for them, if you have the obstacles owned by a comp too.

Come on silly. I knew that. :bleh:

I just didn't understand how you set the triggers up for the "switch" type system.



None.

Apr 10 2008, 7:55 pm NudeRaider Post #13

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

Uhm i posted the triggers. what did you not understand about them?




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