(bound map)
I've got hyper triggers on EVERY player...
The first switch(which starts the first bound level) goes into effect immediately.
It works fine and dandy... right?
But I get to the next area, which clears switch one, and starts switch two(level two, tricky eh?) and guess what happens...
Immediately, the first bunch of units spawns and dies(like normal), but then then every bunch after that takes 10 seconds.
ANY trigger has a 10 second delay, except the one upon the starting of the game(which I had to take the waits out of it also)
I believe I've encountered something like this before... but it's really making me mad.
If there is no obvious solution I will post the map.
EDIT:
Sweet, fixed it thanks to the wiki.
Post has been edited 1 time(s), last time on Apr 26 2008, 8:11 pm by xAlkalix.
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think i found the answer...
read in the wiki about wait blocks
lemme try that
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Hyper triggers for every player is in general a bad idea, but it's not your problem here. Either way, make them for the computer player only. And remember, when making bounds, have the actual obstacles (for the computer) and the music (for the players) be the only triggers with waits.
Unless you have a separate trigger for every explosion, you need to make it so the first obstacle is completely done firing before you start the next obstacle, or else they exhibit wait blocks with each other. This is why there are often dark templars at the start of each obstacle that take a while to be killed; the previous obstacle is still finishing up, and the maker doesn't want you to start the level before the explosions start. The way I did this was to just set deaths of something to 1 when it was firing and set back to 0 at the end of the trigger cycle, and with a condition of deaths being 0 to start an obstacle, two obstacles can never start at the same time.
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Quote from name:fritfrat(U)
Hyper triggers for every player is in general a bad idea, but it's not your problem here. Either way, make them for the computer player only. And remember, when making bounds, have the actual obstacles (for the computer) and the music (for the players) be the only triggers with waits.
Unless you have a separate trigger for every explosion, you need to make it so the first obstacle is completely done firing before you start the next obstacle, or else they exhibit wait blocks with each other. This is why there are often dark templars at the start of each obstacle that take a while to be killed; the previous obstacle is still finishing up, and the maker doesn't want you to start the level before the explosions start. The way I did this was to just set deaths of something to 1 when it was firing and set back to 0 at the end of the trigger cycle, and with a condition of deaths being 0 to start an obstacle, two obstacles can never start at the same time.
Yeah, thanks, I found the thing right as you posted this...
but the second part does help a lot also,
I appreciate it =p
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Wait,
Do waits only affect OTHER triggers in the same player,
because all the 'levels' are attached to player8,
but every time a player dies, theres a small animation(through spawn + wait + kill + spawn + wait + kill), its pretty small,
but would that slow down the levels? it doesn't SEEM too, but i wouldn't want to take chances
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Yes, only triggers under the same player, each player can have their own wait running at the same time.
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If you ever need help fixing a bound map... I'm available on useast and am glad to help.
I make bound maps myself and have pretty much seen it all.
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