Well, first off, it's actually more like 12 deaths per game second, and to fix this up, remove all the elapsed game times, they are useless if you are preserving the trigger. And they are probably also the problem, since the deaths get there first, they reset before the timer, so when the timer finally makes it, the deaths are woefully behind.
None.
It's 8 actions per game second. If you dont' believe me, make a trigger that gives 1 ore per cycle, using an at least and at most elapsed time condition.
None.
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
It's 8 actions per game second. If you dont' believe me, make a trigger that gives 1 ore per cycle, using an at least and at most elapsed time condition.
Oh jeeez.... when will ppl finally realize it? (nothing personally, falk, but I already said that in NUMEROUS threads, and I'm getting tired of it.)
We should really make a sticky note containing this sentence:
When hyper triggers run, the triggers are checked 8 times a game second and will be checked 12 times per real time second on speed 7. This (last) is the value you have to use when you replace waits, as waits are measured in real time.
Post has been edited 2 time(s), last time on Jan 13 2008, 5:20 am by NudeRaider.
..Ok, thanks for confirming what I said.
None.
You have 2 triggers there which act only when you have 720 deaths. One of those resets it. What's happening is it's resetting it before the 120 game second mark. The units will spawn when you get to 720 deaths the second time (after the 120 second mark).
If you only want them to spawn once, why not just use elapsed time is 120/240/360? If you could explain what you want better, I could help you out even more.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
It's 8 actions per game second. If you dont' believe me, make a trigger that gives 1 ore per cycle, using an at least and at most elapsed time condition.
Sorry about that, it's odd that I would forget as I actually HAVE done that exact test...
And rockz repeated what I said, although I think it's necessary to explain it a little better.
Okay, I'm not going to use 8 deaths a second, as it is slightly off, the most perfect method of finding a time, is using 1 death every 84 milliseconds instead, so you would get about 1428.5714285714285714285714285714 deaths in 120 seconds. There is no need for elapsed game timer, just remove it and your trigger will work, trust me. Currently, your triggers WILL run, they just won't run the first time around, they will on the second time.
None.
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
Yo, please, post your fixed trigger cause im havign a hard time doing mine...please
None.