Well, Hyper Triggers rely on trigger runs, not on the wait times, so it makes sense they go faster, since triggers run faster on Fastest.
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
btw. using the wait's independency of speed you can detect the game speed. There was a even a map around that used this.
But that's the thing. They don't run faster on fastest... Or do they? I'm confused.
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
You're right.
You make these triggers: (using hypers)
Always
wait (5000)
Create Marine
Commands 0 Marine
add 1 to deaths of 'dc1'
preserve
commands 1 marine
and dc1 is exactly 60
set switch 'speed 7'
commands 1 marine
and dc1 is exactly 40
set switch 'speed 5'
... and so on for every speed. It's just a quick example to explain the principle. You'll probably have to alter it a little to make it actually work.
I'll make a test map really quick, so gimme a second. Okay, I tested it, and you are right, but IMO, there is truly no problem since everyone tends to use Fastest anyway, but if you're really picky, waits work better at any speed.
Here's the test map:
[attach=886]
The top beacon uses Waits, the bottom uses Deaths. You'll notice that if you put the speed on slowest, the bottom beacon takes massive amounts of time before it loops.
Wow! It was a Wait win by a landslide! By the way, the music was cool as well.
Attachments:
None.
Lol, PM me if you want a whole bunch of music just like it
None.