Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] How do hypers affect death counters
[SOLVED] How do hypers affect death counters
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Oct 28 2011, 12:15 am
By: Tempz  

Oct 28 2011, 12:15 am Tempz Post #1



I'm using mobile grids for a spell; with hyper triggers i can't have wait triggers which what other ways can i create a spell called earthquake.

The spell works like this; the mobile grid will create 4 points and i want to move through these 4 points every 400 milliseconds without having a wait block.
Death counters

Does using more than 1 hyper trigger(s) affect a death counter? If it does how many hypers/unit deaths should i use to create a 400 millisecond wait.1 Hyper + 5 DC... taking the time you want to wait and times the that by 12 = amount of time you want to wait/amount of deaths

Post has been edited 8 time(s), last time on Oct 28 2011, 12:47 am by Tempz.



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Oct 28 2011, 12:17 am Dem0n Post #2

ᕕ( ᐛ )ᕗ

I can't tell what exactly you're saying. Do you want to know how to create a wait block, or how to get rid of one?




Oct 28 2011, 12:22 am Tempz Post #3



Create a wait block without distributing the hyper trigger.



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Oct 28 2011, 12:24 am Lanthanide Post #4



I think he means:
"I am using hyper triggers, therefore I can't use waits in my other triggers. How do I get wait-like behaviour without using waits?"

Death counters: http://www.staredit.net/?p=oldwiki&s=20

There are 12 trigger cycles per real time second at Fastest game speed, so if you want an even to take 3 real time seconds, set a DC to 37 and have a trigger with Always that subtracts 1 DC. Then your action trigger should be "When DC exactly 1, do [actions]".



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Oct 28 2011, 12:25 am Tempz Post #5



Thanks exactly what i wanted... still have one more question



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Oct 28 2011, 12:26 am Dem0n Post #6

ᕕ( ᐛ )ᕗ

But that's not a wait block. :dontgetit: That's just an alternate way to create a wait. A wait block is when there's something that's delaying your triggers from firing altogether.




Oct 28 2011, 12:30 am Lanthanide Post #7



You have to learn to think creatively when you read Tempz's posts.

Edit: Tempz edited the original post asking how many hyper triggers per DC.

This question actually doesn't make sense.

Hyper triggers are a method of increasing the firing rate of all triggers in the game. If you want to refer to a hyper trigger as an actual trigger, then it is a trigger with the Condition: Always, and Actions: Wait 0 milliseconds x 64 (or x 63 if you want a comment). Then this trigger is copied 3 or 4 times to provide a good duration of the hyper triggers (it's complicated, but 3 triggers last for approx 5 hours).

Death counters are a method used to store variables, nothing more, nothing less. The most common use of these DC variables is as timers, in conjunction with hyper triggers. As I said above, when you are using hyper triggers, there are 12 trigger cycles per real time second when the game is run in Fastest, so if you want an event to occur after a 3 second delay, in the initial trigger you set a specific DC to 37, then have another trigger that Always subtracts 1 DC every trigger cycle, this will give you -12 DC per real time second, so after 3 real time seconds the DC will be 1, so have a trigger that says "Exactly 1, then do [actions]".

You need to get a better grip on the concept of hyper triggers and DCs before we can really help answer your questions, tempz, because at the moment your question doesn't make sense. It's like asking "how many blue are in jupiter?".



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Oct 28 2011, 12:30 am Tempz Post #8



@Lant
lol agree'd

He answered it... and i said my question in the wrong way...

But when it says hyper does it mean 1 wait 0 second trigger or more?



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Oct 28 2011, 12:32 am Dem0n Post #9

ᕕ( ᐛ )ᕗ

I HOPE I DON'T GET NINJA'D!

Make a trigger with 62 or 63 wait 0 ms actions (depends on if you want a comment or not). Add a preserve trigger to the end, and then copy that entire trigger 2-3 times.

I hope that's what you were asking.




Oct 28 2011, 12:34 am Tempz Post #10



lol i changed my question to be more specific.



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Oct 28 2011, 12:38 am Lanthanide Post #11



Assuming you are running at Fastest, 400 milliseconds = 0.4 seconds. 0.4 * 12 = 4.8DC. Since we can only use integers, you'll have to go with a DC of 5.

So the triggers would look like this:
- Always: Subtract 1 DC from [unit]
- [Some trigger that kicks off an action with a 400 millisecond delay]: Set [unit] DC to 6
- [unit] has exactly 1 DC: do [actions]

The DC will naturally reach 0 as the Always trigger is always (!) firing, so that's why we set the DC to 1 more than the actual timer we wanted in trigger 2. There are other ways to organise these, and you could start at 0 and count to 10 and then reset to 0 or whatever, which method you use depends on exactly what you're wanting to do.



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Oct 28 2011, 12:41 am Tempz Post #12



I'll have 1 hyper trigger and 5 a dc thanks again...

Post has been edited 1 time(s), last time on Oct 28 2011, 12:47 am by Tempz.



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Oct 28 2011, 12:43 am Azrael Post #13



A "wait block" is an unintended wait caused by trigger conflicts, but I think you want to cause intended waits without literal "wait" actions.

The way I always do it is with death count timers. With DCs, all you need to know is that there are roughly 12 trigger cycles every second. In order to use this as a timer, you just multiply the number of seconds you want to wait by 12, and count that many trigger cycles using death counts.

Let's say you wanted a trigger to run, then wait 5 seconds, then a second trigger to run.

A simple way to do this would be to put "Set death count of Cantina to 62 for Current player" at the end of the first trigger. (The reason I use Cantina here is because it's an unused unit, so you don't have to worry about one dying during the game. I like to use units that are relevant to their purpose though, so if you are using Devourers for your mobile grid, you may consider using them for the mobile grid death count timer as well.)

The reason I made it 62 is because 5 seconds multiplied by 12 is 60. I added 1 because the next trigger is going to immediately subtract 1 from it. I added another 1 because the last trigger detects when it reaches 1, not 0 (just personal preference, I find it easier this way). You can rearrange the triggers to not need to add extra death counts but there's no reason to do so (although I often do anyways).

The wait trigger will be something like

Trigger
Players
None specified.
Conditions
  • Current player has suffered at least 2 deaths of Cantina.
  • Actions
  • Subtract 1 death count of Cantina for Current player.
  • Preserve trigger.


  • Then the last trigger (the one you wanted to run after 5 seconds) should have the condition "Current player has suffered exactly 1 death of Cantina." This will result in the trigger running 5 seconds (or 60 trigger cycles) after the first trigger.

    You can include the action "Set death count of Cantina to 0 for Current player" in this trigger if you have a preserve trigger in the actions as well. That basically turns the timer off. If you wanted it to continually run, you could set it to 61 here instead (assuming the "subtract 1" trigger comes before it in the trigger cycle so it won't auto-delete a death count afterwards), that will make the trigger keep looping every 5 seconds assuming no other triggers alter the death count.

    That's a basic outline of what I think you're trying to do. If I misunderstood anything or you need additional help, just reply saying so.

    Edit: Wow, a lot of posts since I started writing this one :P




    Oct 28 2011, 12:47 am Tempz Post #14



    Answered please close.



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