Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Death counters aren't behaving properly?
[SOLVED] Death counters aren't behaving properly?
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Jan 2 2013, 1:07 am
By: lucarido  

Jan 2 2013, 1:07 am lucarido Post #1



I really don't understand this, but the death counters being used as a timer in my map aren't working right. Theres actually a visible delay when two triggers are suppose to be 1/12th of a second apart. Any ideas?
P.S. Yes I do have hyper triggers on.



None.

Jan 2 2013, 1:09 am Dem0n Post #2

ᕕ( ᐛ )ᕗ

In what context are you using death counters for? I know you said you're using them as a timer, but be more specific. It wouldn't hurt to post the map, too. ;o

As a random guess, you may have wait blocks. Does the player that has the death counters have any triggers with waits? That will definitely delay your triggers, so you should check to see if that's the problem.




Jan 2 2013, 1:17 am Vrael Post #3



You really haven't provided nearly enough information for us to help solve your issue. If you explain more about the system and stuff or post the map and tell us what's going wrong we can probably help a lot more.

That said, to me it sounds like you might be encountering wait blocks. Even if you aren't using waits in those particular triggers, you can still run into the problem if you have waits in other triggers. Are you using any Wait() actions in your map at all?

Edit:
LOL I didn't read Dem0n's post until after I made this.



None.

Jan 2 2013, 2:01 am lucarido Post #4



Oh sorry, didn't mean to be giving barebone info, but no, besides in the hyper triggers not one wait trigger is anywhere. Didn't know I could actually post the map here either, how do I do that? As far as more information goes, a trigger is to spawn 3 dts and kill them at said location. The next trigger is one death later on the counter, which should be a 1/12th of a second, but there is almost a second long delay between that first trigger and the second one, I've used death counters in different maps before and never ran into this problem.



None.

Jan 2 2013, 9:32 am NudeRaider Post #5

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

Do you have your hyper triggers set up properly? 3x 62 wait(0)'s + 1 preserve?
Do you have any other waits running for the player that owns the hypers?
Are you certain your conditions are stating the correct number of death counts?

That's all that comes to mind off the top of the head.
If it doesn't help you can upload your map by attaching it to a post. When not quick replying there's an "Add Attachments" section under the text box.




Jan 2 2013, 1:36 pm Pr0nogo Post #6



Why do you need 3 hypertriggers? I've made maps with fully-functional and bug-proof death counters using one hypertrigger.




Jan 2 2013, 2:03 pm Roy Post #7

An artist's depiction of an Extended Unit Death

Quote from Pr0nogo
Why do you need 3 hypertriggers? I've made maps with fully-functional and bug-proof death counters using one hypertrigger.
Show me a map that can constantly, rapidly do something like create/kill a unit for longer than seven seconds with one hyper trigger and I'll rescind my skepticism.

Here's some math on hyper triggers:

Each Wait(0) will make the triggers run again after an 84ms delay (instead of the longer delay of approximately two game(?) seconds). One hyper trigger will make the triggers run quickly for 84ms*82 = 6888ms = ~7 seconds before it reaches the end of its cycle and triggers will have the longer delay.

When you create the second hyper trigger, it has to wait for the first trigger to run through before it can execute its first wait, and after it waits for the first time, the first hyper trigger runs again. This means that each added hyper trigger exponentially increases the amount of hyper cycles. The second trigger bumps the time to 84ms*82^2 = 564816ms = ~9.4 minutes. The third hyper trigger bumps the time to 84ms*82^3 = 46314912ms = ~12.8 hours. The fourth hyper trigger (if you really think someone would be playing your map longer than 12 hours) would be 84ms*82^4 = 3797822784 = ~44 days.



That being said, though, complex hyper triggers will last indefinitely.
Trigger
Players
  • Player 7
  • Conditions
  • Switch 1 is cleared
  • Actions
  • Wait for 0 milliseconds
  • Set Switch 1
  • Wait for 0 milliseconds
  • Preserve Trigger
  • Trigger
    Players
  • Player 8
  • Conditions
  • Switch 1 is set
  • Actions
  • Wait for 0 milliseconds
  • Clear Switch 1
  • Wait for 0 milliseconds
  • Preserve Trigger

  • (You can use any switch, or even a death counter, though a DC would be a waste here.)

    The two triggers just need to be owned by different players, and both players cannot have other triggers with waits (because, as with all forms of hyper triggers, waits before the hypers will ruin the cycle speed, and waits after the hypers will never run).

    Quote from lucarido
    P.S. Yes I do have hyper triggers on.
    Are the triggers owned by a player that is in the game? If you gave them to a computer player, be sure that the computer player has a start location and is showing up in the lobby.

    Post has been edited 2 time(s), last time on Jan 2 2013, 2:14 pm by Roy.




    Jan 2 2013, 3:29 pm lucarido Post #8



    Ohhh, I forgot to do the preserve trigger on the hyper triggers, I feel stupid, well, thanks alot everyone for the help!



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