Switching from classic hyper triggers to complex hyper triggers is not going to solve wait blocking issues: wait blocks are a quirk in the way the Wait action is designed. If you notice the actual hyper triggers blocking your other triggers, it's probably because your hyper triggers are running before those triggers, and you should move them to the bottom of the trigger list. If you have a need for simultaneous timed triggers running under a single player, you would need to do something more drastic such as converting your triggers to using Death Counters instead of Waits.
But let's assume complex hyper triggers can solve your particular situation:
There are a handful of ways complex hyper triggers could fail. If you're certain you made them correctly, the most likely issue is that one or both of the triggers are owned by players that aren't in the game, which would break the hypers. Ensuring each trigger is owned by different CPU players would be the solution.
However, complex hyper triggers are a bit dated, and there are two superior approaches. The first, outlined in
The Hyper Trigger topic, is the most compact version of standard hyper triggers:
Trigger("All players"){
Conditions:
Deaths("All players", "Cave", Exactly, 0);
Actions:
Set Deaths("Current Player", "Cave", Set To, 1);
Wait(0);
Set Deaths("Current Player", "Cave", Set To, 0);
Wait(0);
Preserve Trigger();
}
//-----------------------------------------------------------------//
This is an evolution of the old complex hyper triggers that condenses it to a single trigger.
The other alternative is the single-frame hyper trigger (sometimes called super hyper triggers), which uses EUDs to reset the frame counter between trigger checks to zero:
Trigger("All Players"){
Conditions:
Always
Actions:
MemoryAddr(0x006509a0, Set To, 0);
Preserve Trigger();
}
//-----------------------------------------------------------------//
This actually executes faster than standard hyper triggers, as it will cause triggers to be checked every frame, as opposed to every other frame.