Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Trigger Speed to slow
Trigger Speed to slow
Sep 3 2008, 11:33 pm
By: WindowsXPTurion  

Sep 3 2008, 11:33 pm WindowsXPTurion Post #1



ok so have been making a few Random Defenses ( eg.individual random def.) and when I try to have the chooser to create the random unit to go in the location, it takes a few seconds to read the trigger. I am using Scmdraft 2.0 and everything works but I cant get the "Steps" to be read in milliseconds instead of seconds. How do I change this? :dontgetit:



None.

Sep 3 2008, 11:36 pm blacklight28 Post #2



Do you have hyper triggers? And waits are always in milliseconds. Just put 1000 for every second. But shouldn't it be 100? On timer's and stuff it's always 100 ms to one second.



None.

Sep 3 2008, 11:38 pm WindowsXPTurion Post #3



I've never heard of hyper triggers? How do you use them?



None.

Sep 3 2008, 11:41 pm FooFighters Post #4



you know, they make triggers go faster [where have u been?]

Condition
Always
Action
Wait 0 milleseconds x 63 [you need 63 of these to fill up the trigger, the last slot is to repeat]
preseve trigger

Create 3-5 of these



None.

Sep 3 2008, 11:41 pm blacklight28 Post #5



You might want to make 62 waits so you can save 2 for preserve and a comment.



None.

Sep 3 2008, 11:42 pm SiN Post #6



Quote from blacklight28
Do you have hyper triggers? And waits are always in milliseconds. Just put 1000 for every second. But shouldn't it be 100? On timer's and stuff it's always 100 ms to one second.

Well then your timers are incorrect. It's based off the correct metric system.
Milli<Cent<Deci<Second<Deka<Hecto<Kilo
Each using a x10 of the last. Milli being 1/1000 of a second.



None.

Sep 3 2008, 11:43 pm FooFighters Post #7



Quote from blacklight
You might want to make 62 waits so you can save 2 for preserve and a comment.
It can be both, either 63 waits or 62... its what he would want



None.

Sep 3 2008, 11:43 pm blacklight28 Post #8



Lol, I grew up knowing centiseconds as milliseconds...



None.

Sep 3 2008, 11:44 pm WindowsXPTurion Post #9



w8 so ive i have a trigger that says:
Condition:
if Player1 brings 1 any unit to location 0
Action:
Create 1 Terran Marine at location 1
kill all any unit owned by Player1 at location 0
(then the waits 61 of them?)
Preserve Trigger



None.

Sep 3 2008, 11:44 pm blacklight28 Post #10



No, make seperate triggers for hyper triggers. Hyper triggers sould be their own triggers.



None.

Sep 3 2008, 11:45 pm FooFighters Post #11



No, make a seperate trigger for hypers



None.

Sep 3 2008, 11:46 pm WindowsXPTurion Post #12



k does it matter if they r owned by any player?



None.

Sep 3 2008, 11:47 pm FooFighters Post #13



they have to be owned by someone... like Player 8 [if he is a comp] or i think u can have it as a human or neutral



None.

Sep 3 2008, 11:47 pm Ultraviolet Post #14



Allow me to explain. Hyper triggers function as their own unit, and for whatever reason (I'm sure someone around here knows) they make triggers run approximately 12.2 times more often (I believe, again I'm sure someone around here knows the exact numbers). With hyper triggers you rarely have to wait for anything to occur, unless you specify it. Be careful with wait blocks though, these occur when more than one wait is running at the same time for the same player. You'll want to invest some time into learning about using death counts as timers to avoid wait blocks. Hope I helped.

Edit: Player does not matter, but the player has to be in the game so the triggers can run. I'd suggest using a computer player for them.





Sep 3 2008, 11:55 pm blacklight28 Post #15



I just use all players, all my random triggers and things like hyper triggers go into all players.



None.

Sep 4 2008, 12:06 am MadZombie Post #16



http://www.staredit.net/wiki/Wait_Blocks

If you didn't know how hyper triggers worked you might need to know about that also.



None.

Sep 4 2008, 12:42 am rockz Post #17

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/wiki/hyper_triggers

Every time there is a wait, it causes all other triggers to run immediately. The first hyper trigger runs immediately, waits 0, then goes on to the next hyper trigger, which then waits 0. It then goes back to the first hyper trigger and waits the first wait again.

tl;dr it makes ur trigs run faster just cuz.

Triggers normally run once every 2 seconds on normal because there is a delay in between each trigger run. This can't really be avoided, but it can be pushed away (4 hypers pushes this into days inbetween NEOs). Hyper Triggers essentially prevent this delay from ever happening, making them run every 84 ms on fastest until the "NEO", which is calculated based off of the number of waits in your triggers. This should be explained in the wiki.

With hyper triggers, the triggers run eight times a game second, which means 16 times faster than normal speed. That's about it. Read the wiki for more.



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

Sep 4 2008, 12:56 am Falkoner Post #18



Here's another tutorial on them, if you still don't get it, note that if you are using excessive amounts of waits in your map, you're going to have to replace them with Death Count Timers so you don't get Wait Blocks, and wait blocks aren't just caused by hypertriggers, multiples waits running at the same time can cause them.



None.

Sep 4 2008, 1:05 am StrikerX22 Post #19



Also keep in mind a game second (like in elapsed time and countdown trigs) is not a real second (though I think the recorded time after a match is real time). Hyps typically run your trig cycles at about 12x per real second, and run somewhere around once per real second normally without them.

If I were to give an EASY, summed up explanation of what to do, here it is:

Put 3 triggers each with Always as condition, Preserve Trig and Comment "Hyper Trigger," and fill the rest up with waits (62). No need for 63. Making it take up less visual space is much more important. You must put them in a player that will be present in the game at all times, hence why a computer (not neutral or defeated) is a good choice. Then you are able to use the Wait action for other players without worrying about a "wait block," which basically stops triggers from running for that player, often ever again if there are many waits (like hypers) running in a single player.

Please keep in mind, sometimes units don't move immediately when ordered to. That's just how it is. But this will be much faster usually. The good thing about hyper trigs is that it affects every player, even though wait blocks can only occur in the player that has them.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[10:34 am]
NudeRaider -- SEN doesn't rely on spammers initiate its sleep cycle. It hat fully automated rest and clean-up phases. Please understand that this is necessary for the smooth operation of the site. Thank you.
[03:45 am]
Sylph-Of-Space -- Does the shoutbox get disabled when there's spammers?
[2024-5-17. : 6:47 am]
NudeRaider -- lil-Inferno
lil-Inferno shouted: nah
strong
[2024-5-17. : 5:41 am]
Ultraviolet -- 🤔 so inf is in you?
[2024-5-17. : 4:57 am]
O)FaRTy1billion[MM] -- my name is mud
[2024-5-17. : 4:35 am]
Ultraviolet -- mud, meet my friend, the stick
[2024-5-16. : 10:07 pm]
lil-Inferno -- nah
[2024-5-16. : 8:36 pm]
Ultraviolet -- Inf, we've got a job for you. ASUS has been very naughty and we need our lil guy to go do their mom's to teach them if they fuck around, they gon' find out
[2024-5-16. : 5:25 pm]
NudeRaider -- there he is, right on time! Go UV! :D
[2024-5-16. : 5:24 pm]
lil-Inferno -- poopoo
Please log in to shout.


Members Online: Roy, C(a)HeK