Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Spells help, how fast do hypers make it run?
Spells help, how fast do hypers make it run?
Jul 24 2010, 7:23 pm
By: Tempz  

Jul 24 2010, 7:23 pm Tempz Post #1



(mana question answered - death triggers)
(trigger question answered 2 every secound)
(Hyper Answered - 10 sec = 120 dc 1.2 dc)
- How can i create a stun move with a random percent to stun a target, something the player can avoid
For e.g. the stun with volt on temple siege not the dota version :O


If you are confused on what I'm asking please ask for more details

Post has been edited 5 time(s), last time on Jul 26 2010, 10:43 pm by Tempz.



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Jul 24 2010, 7:44 pm ImagoDeo Post #2



Death counts. Have a countdown and whenever the countdown finishes, give the player a mana point. You can fine tune it by having two or more simultaneous counts - when one count hits 0, subtract from the other count. When the other count hits 0, add a mana point.

Terribly simple, really. Can't see how you didn't see it right away.



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Jul 24 2010, 7:55 pm stickynote Post #3



For the stun thing, just constantly randomize a switch or two (or you could use death counts that just goes up and when it hits a certain number, just set it back to 0.)
Then, for each option (ie. Switch 1 is set, Switch 2 is set OR Player has suffered x deaths of unit (stun randomizer)), make an action. For example,
CONDITIONS
Switch 1 is set
Switch 2 is cleared
ACTIONS
Stun target for 2 seconds

Using the death count method:
CONDITIONS
Player has suffered exactly 5 deaths of stun randomizer
Player brings exactly 1 zealot to location Spell Casting
ACTIONS
Stun target for 4 seconds

Something like that.
In order to "stun" a unit, assuming your talking in the DotA sense, then simply make the target player constantly ally all other players, disable it from casting spells (ie, give the gateway to another player), and constantly order the unit to its own position.



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Jul 24 2010, 8:04 pm Norm Post #4



^That's more of a total paralysis or petrify than a stun.


Yo man, I am actually the guy who made Hero Sanct so when I get back tonight I can help you out with some stuff if you need.



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Jul 24 2010, 8:31 pm Tempz Post #5



-Image... I don't really know what you mean when you say 2 death counters but i'll try it out then come back to ask =p

-About the stun its not really what i wanted... something that the player can avoid



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Jul 24 2010, 10:12 pm Preach Post #6



Well, my mana system consit 3trigger and death counts depend on wut ur mana system is.
Trigger 1 :
Condition:
Current player suffer exactly 0 of 'a'
Current player suffer exactly 0 of 'b'
Action: add 1 for 'a'
Preserve
Trigger 2 :
Condition:
current player suffer atleast 1 of 'a'
current player suffer exactly 0 of 'b'
Action:
add 1 for 'a'
preserve
Trigger 3:
Condition:
Current player suffer exactly 12 of 'a'
Current player suffer exactly 0 of 'b'
Action:
Add 1 gas for current player
Set 'a' to 0
preserve


Now let say the current player put 1 point on 'Gas regeneration'
so it would be like
Current player suffer exactly 0 of 'a'
Current player suffer exactly 1 of 'b'
the 'b' death count represent the mana lvl. so if you continue the triggers,
the end trigger of lvl 2 mana would be
Condition :
current player suffer exactly 11 of 'a'
current player suffer exactly 1 of 'b'
Action :
add 1 gas to current player
set 'a' to 0
preserve

I hope i help what you were looking for :D



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Jul 25 2010, 12:19 am stickynote Post #7



Quote from Norm
^That's more of a total paralysis or petrify than a stun.


Yo man, I am actually the guy who made Hero Sanct so when I get back tonight I can help you out with some stuff if you need.
Lol, I did say in the DotA sense. (In case you haven't played DotA before, a stun disables movement, attack, and spells. It is indeed a total paralysis.)



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Jul 25 2010, 12:20 am samsizzle Post #8



If you're looking for different "Levels" of mana regeneration you'll want to have 2 DCs. One for the mana regeneration delay and one for the level. What I usually do is make triggers have different conditions depending on the "Level DC". For example if the Level DC is 1 and the Mana DC is 0 you add 1 mana, set the Mana Regen DC to whatever time you want it for that level, and make a bunch of triggers with different conditions for all of your different levels... If that made any sense.



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Jul 25 2010, 1:54 am Tempz Post #9



That helped



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Jul 25 2010, 2:09 am ImagoDeo Post #10



Quote from Tempz
- The new question is how fast do death trigger run without hyper triggers
for e.g. 1 trigger will add 1 death every trigger cycle
when will 10 death triggers be achieved

Triggers cycle once every two seconds without hyper triggers. Needless to say, this is a horrible speed and you should always use hypers. With hypers, triggers cycle approximately 11.9 times per second. For most intents and purposes, you can use 12 cycles/second though.



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Jul 25 2010, 2:26 am Tempz Post #11



is there anyway to make it so that you can give a player mana ever secound or faster?



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Jul 25 2010, 3:15 am ImagoDeo Post #12



Quote from Tempz
is there anyway to make it so that you can give a player mana ever secound or faster?

Only with hyper triggers. Otherwise no, not at all.



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Jul 25 2010, 3:26 am Aristocrat Post #13



Did tempz seriously make all of his maps without hypers up until now?

1000/42 frames per second, 2 frames per trigger cycle.



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Jul 25 2010, 5:03 am rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

units gain 8/256 energy per frame, so 3/4 energy per second on fastest, if you need to use energy as mana.



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

Jul 26 2010, 12:47 am Tempz Post #15



I figured out my hyper question but ill leave it open as I'm not 100 percent sure... what i thought and was confirmed by a friend was that every 0 second hyper makes the triggers get checked another time so 2 secounds per trigger cycle if i want 10 trigger cycles a secound or ever 100 milliseconds then i need 20 hypers



None.

Jul 26 2010, 2:34 am rockz Post #16

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from wiki
Should hyper triggers ever noticeably lag the map, the amount waited can be increased, which will delay each trigger cycle by an additional frame past multiples of 42 on fastest. On other speeds, there are different breakpoints for waits (faster is multiples of 48). Therefore, wait 0-42 will produce 2 frame hyper triggers, wait 43-84 will produce 3 frame hyper triggers, wait 85-126 will produce 4 frame hyper triggers, and so on. In practice, this has little use, as hypers should always be on wait 0 for speed. If you want any sort of delay, it's best to use death counters as a timer. 3 frame hypers are peculiar, since they allow you to run triggers on frames which 2 frame hypers can't (ie frame 0, 3, 6, 9 vs frame 0, 2, 4, 6, 8). By utilizing complex hyper triggers, it is also possible to change the speed of hyper triggers from 2 or 3 frame on the fly.
http://www.staredit.net/starcraft/Hyper_triggers#Nonzero_waits
If you want 10 trigger cycles a second, then you'll need complex hypers. 6 runs of wait(0) and 4 runs of wait(43). This is on fastest of course.

I suggest you read up on hyper triggers, as you really don't grasp the concept. 20 hypers is way overkill, the most anyone ever needs is 3 hyper triggers.



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

Jul 26 2010, 4:13 pm Tempz Post #17



DAMN HYPER TRIGGERS you break down my city wall >:O



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Jul 26 2010, 5:03 pm rockz Post #18

ᴄʜᴇᴇsᴇ ɪᴛ!

I don't comprehend your problem.



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

Jul 26 2010, 7:43 pm Vrael Post #19



Assuming you're missing some of the understanding here,

The only function which hyper triggers perform, is to make Starcraft check the trigger list 12 times per second, or once every .0833 seconds, instead of once every 2 seconds.

To have a trigger run once every 10 real-life seconds, you have a few options. The most preferred option would be to use a Death Count to act as a timer. We can set up a trigger to subtract 1 DC per trigger cycle, then we just need to know how many trigger cycles there are in 10 seconds. Since there are approximately 12 Trigger Cycles per second with Hyper Triggers, 10 seconds * 12 DCs/sec = 120 DCs. Then you can set up something like this:

Code
Conditions:
Player has suffered exactly 0 deaths of DC
Actions:
-Whatever actions you need to run every 10 seconds
Add 120 deaths of DC for Player
Preserve Trigger

Conditions:
Always
Actions:
Subtract 1 deaths of DC for Player
Preserve trigger.


Alternately, you could set up the same system above except without the "Whatever actions you need to run every 10 seconds" action, and then simply add this condition:
"Player has suffered exactly 0 deaths of DC" to any triggers you need to run exactly once per 10 seconds.

Also, I advise you to go to the FAQ pinned at the top of this forum and read any material on Death Counts and Triggers/Hyper Triggers. Then go to the new wiki and search for "Triggers" There is a helpful article there with a lot of good information you might find useful.



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