I am pretty new to star edit and I am making a map where a unit moves and a center view trigger keeps the screen on that unit, following it. My problem is that the trigger does not trigger very fast, the unit is almost off the screen by the time it re-adjusts. Is there a way to make the triggers happen faster?
-Thanks
None.
Hyper Triggers are how you make triggers run faster. They cause triggers to run 12 times per second, rather than the usual .75 times per second. This is on fastest, mind you. It's actually 8 times per game second vs. .5 times per game second.
Waits in general are not that good for use in triggers, since two waits can't be running for the same player. When a player tries to run two waits, they add together. Say one trigger waits 20000 ms, the other waits 100 ms. If both of these triggers run at the same time, now neither will run again until 20100 ms have passed. That's the way SC works, and it's stupid, but there are ways around this detailed in the
Death Counters wiki.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
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
Yeah, but I think wait blocks don't just add up both wait values for both waits. It seems to be multiply or some more complex formula as when you hit a wait block sometimes the trigger never fires (or at least not in a matter of minutes).
Use hypertriggers and then make deathcount waits instead of waits because waits cause wait blocks.
None.
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
Although you can avoid wait blocks caused by hypers fairly easily by setting them up correctly I have to agree with that. Using death counters is considered cleaner, you can modify death counters thus having variable waits, and if it's a singly player map death counts, unlike waits, are synched to the game time.
Waits are measured in real time which can ruin your pretty intro scene in your uber-campaign if the player chooses to play at speed 5 (normal).
Waits are measured in real time which can ruin your pretty intro scene in your uber-campaign if the player chooses to play at speed 5 (normal).
Since when is 5 Normal and not Faster?
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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
Lol farty, not again pls. Some months ago we already had that.
There's 7 speeds.
1-4 slower than normal (don't know their names),
5 normal
6 faster
7 fastest
When you start or load a single player games it will always be speed 5 (you can press numpad + twice to make it fastest).
Prove otherwise or stop throwing us off.
I'll try to find where I read the names of the speeds
1.
I have direct experience with game speeds in memory.
2. The names are as follows: "Slowest", "Slower", "Slow", "Normal", "Fast", "Faster", and "Fastest". (source: "rez\gluall.tbl" in Star/BrooDat.)
3. Enumerations are 0-based.
4. HKEY_CURRENT_USER\Software\Blizzard Entertainment\Starcraft\"Game Speed" = "Fastest", HKEY_CURRENT_USER\Software\Blizzard Entertainment\Starcraft\"speed" = 0x00000006 (6) (meaning Fastest == 6.)
Thus "Slowest" = 0, "Slower" = 1, "Slow" = 2,
"Normal" = 3, "Fast" = 4,
"Faster" = 5, and "Fastest" = 6.
No?
Post has been edited 1 time(s), last time on Aug 10 2008, 6:13 am by FaRTy1billion.
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
Well I haven't found where I read the names of the game speeds so it may be my memory fooling me.
But my point was that Speed 5 is the default speed where game time = real time. Thus I called it normal. I guess I used wrong naming. I'll call it default speed from now on.