Hyper Triggers
Aug 31 2010, 11:00 am
By: StarBlue  

Aug 31 2010, 11:00 am StarBlue Post #1



For some reason, my hyper triggers are working the exact opposite of how they are supposed to. instead of making triggers faster, they are slowing them down, any idea why?



None.

Aug 31 2010, 11:19 am NudeRaider Post #2

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

wait blocks.
Generally you shouldn't use any other wait timer when using hyper triggers. Use death count timers instead.
Keep in mind that the transmission action contains a wait and that center view acts as a wait in single player.




Aug 31 2010, 11:22 am StarBlue Post #3



oh, I'm gonna go see something...
EDIT: ok, what's this whole... death count timer thing? basically I'm trying to do that guardian trick where it spawns, shoots, dies, repeat.

Post has been edited 1 time(s), last time on Aug 31 2010, 11:27 am by StarBlue.



None.

Aug 31 2010, 12:05 pm 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

http://www.staredit.net/starcraft/Death_counters

If you haven't absorbed the concept of death counters yet then I understand why you have so much trouble understanding EUDs (other topic). My advice: Stay away from EUDs for now until you gained some more mapping experience.




Aug 31 2010, 12:10 pm sraw531 Post #5



assuming your not currently using wait triggers, one possibility of the freezing is because your hypers might be placed wrong. I have had problems once or twice when if i moved the hyper triggers to the end of the All Players folder, that the problem goes away.

the death trigger that I would recommend, not that I know which kinds are best, is something along the lines of this:

Trigger 1: Detection
Quote
Condition:
Current player owns at least 1 Zerg Guardian
Deaths("Current Player", "Zerg Guardian", At most, 50);
Actions:
Set Deaths("Current Player", "Zerg Guardian", Add, 1);
Preserve Trigger
Trigger 2: Removal and resetting of Death Timer
Quote
Condition:
Current player owns at least 1 Zerg Guardian
Deaths("Current Player", "Zerg Guardian", At least, 50);
Actions:
Kill all Zerg Guardians for current player at anywhere
Set Deaths("Current Player", "Zerg Guardian", set, 0);
Preserve Trigger

The effect is basically that while you own a guardian, it adds deaths (probably at a speed of one death per 1/12 of a second), and that once it hits 50 deaths (about 4.16 seconds) it kills all guardians, and resets the timer.
Notice that I made the death counter use Zerg Guardians for it, it makes it not only separate, but probably easier to remember which unit it applies too.

This is not the only way to do this though. and obviously you can use whatever numbers, names, etc, that you want.



None.

Aug 31 2010, 12:19 pm StarBlue Post #6



a minute and a half readin into it and I think i got it... ill go check.

EDIT:
I've decided to go with a 'Score Clock' to time my spalls' exicution.

Post has been edited 1 time(s), last time on Aug 31 2010, 12:57 pm by NudeRaider. Reason: merged posts



None.

Aug 31 2010, 12:56 pm NudeRaider Post #7

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

Quote from sraw531
assuming your not currently using wait triggers, one possibility of the freezing is because your hypers might be placed wrong. I have had problems once or twice when if i moved the hyper triggers to the end of the All Players folder, that the problem goes away.
Hypers under All Players are generally not recommended for various reasons I won't go into now (you experienced one of them).
It's better to use a single computer player as trigger owner that uses no waits at all.

Quote from StarBlue
I've decided to go with a 'Score Clock' to time my spalls' exicution.
The only difference between using the custom score counter and a death counter is that there's only 1 custom score but plenty of unused units to choose from. There's only very few maps that would only need a single variable (= custom score counter / death counter) so you'll probably have to use death counters later anyway, so for the sake of consistency you should use death counters right away.

Also, watch your vowels...

Post has been edited 1 time(s), last time on Aug 31 2010, 1:03 pm by NudeRaider.




Aug 31 2010, 1:06 pm sraw531 Post #8



Quote from NudeRaider
Hypers under All Players are generally not recommended for various reasons I won't go into now (you experienced one of them).
It's better to use a single computer player as trigger owner that uses no waits at all.
What if I want 8 humans? I also thought that a person had to "Own" a hyper trigger for their triggers to run faster?



None.

Aug 31 2010, 1:36 pm Aristocrat Post #9



Quote from sraw531
Quote from NudeRaider
Hypers under All Players are generally not recommended for various reasons I won't go into now (you experienced one of them).
It's better to use a single computer player as trigger owner that uses no waits at all.
What if I want 8 humans? I also thought that a person had to "Own" a hyper trigger for their triggers to run faster?

I've made various 8-human maps with basic hypers and never experienced a wait block. You do not need to own the hyper for it to run faster.



None.

Aug 31 2010, 1:38 pm Azrael Post #10



Quote from sraw531
Quote from NudeRaider
Hypers under All Players are generally not recommended for various reasons I won't go into now (you experienced one of them).
It's better to use a single computer player as trigger owner that uses no waits at all.
What if I want 8 humans?
Then you put them under All Players. There are more complicated ways to make sure the hyper triggers are always running for only one person, but it's unnecessary. If you're doing an 8-player map then just have them under All Players.
Quote from sraw531
I also thought that a person had to "Own" a hyper trigger for their triggers to run faster?
No, it affects everyone.

Edit: Ninja'd :p

And yes, death count timers are the best thing ever. They are very, very flexible. You should never use waits.

Post has been edited 2 time(s), last time on Oct 12 2010, 2:21 am by DevliN. Reason: Mineral abuse.




Aug 31 2010, 9:21 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

Yay wrote a big reply and just when I wanted to post it SEN went down for several hours...
Anyways, here it is:

Quote from sraw531
Quote from NudeRaider
Hypers under All Players are generally not recommended for various reasons I won't go into now (you experienced one of them).
It's better to use a single computer player as trigger owner that uses no waits at all.
What if I want 8 humans? I also thought that a person had to "Own" a hyper trigger for their triggers to run faster?
No. Just 1 player needs to have hyper triggers running, since any wait forces an extra trigger loop. And trigger loops always include all active players. That's why hyper triggers work.
If you have no computer player then you can't follow the recommendation, obviously and have to use a human player without waits.

Ignore the following, StarBlue this is hyper trigger theory which doesn't need to concern you yet and is only in response to sraw's question.
If you insist on waits (for music loops, for example, since waits have double precision compared to dcs) then you indeed have to place the hypers under All Players AND move them to the bottom of the trigger list.
However this still causes the hyper triggers to stop when each player is running a wait the same time. Also keep in mind that new triggers are moved to the bottom of the trigger list, so if they contain waits you have to move all hypers to the bottom again.
By the way, the hypers under All Players is no magical fix for wait blocks. It's the hyper triggers that get blocked * if you have waits above them, but as long as at least 1 player doesn't run a wait his hypers are still running and thus keeping the "hyper effect" alive until the other player's hypers aren't blocked anymore.

* When there's already a wait running the next trigger containing a wait is delayed until the currently running wait is finished. Moving hypers to the bottom of the list ensures the hyper is the 2nd wait, and not the music trigger.

P.S. I just realized that music loop is a bad example since it's likely that every player is running the music all the time.




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