Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Run trigger for multiple players when actions negate conditions
Run trigger for multiple players when actions negate conditions
Jun 16 2008, 8:14 am
By: Heimdal  

Jun 16 2008, 8:14 am Heimdal Post #1



This might not be new to a lot of you, but I kind of stumbled upon it when thinking about how waits work.

The problem:You want to run a trigger for many players, but the actions of the trigger will make the conditions false. This means that the trigger will only execute for the first active player.

The solution: Create the trigger as normal, but put a wait(0) before the condition-destroying action. This will cause the trigger to run for the other players before executing that action.

[TRIGGER]
Example[CONDITIONS]
[*]Switch 1 is clear
[/CONDITIONS]
[ACTIONS]
[*]Create 1 marine for current player
[*]wait for 0 milliseconds
[*]Set switch 1
[/ACTIONS]
[/TRIGGER]

The above trigger creates 1 marine for each player that it is active for. Another good example would be for any trigger that needs to display text.



None.

Jun 16 2008, 3:03 pm Falkoner Post #2



I always just had a trigger at the bottom of the trigger list that would do the condition-destroying action, this method is great and all, but it could cause slight wait blocks.



None.

Jun 16 2008, 7:29 pm O)FaRTy1billion[MM] Post #3

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Only if you use the spammy 62xWait(0); kind of HTs.



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Jun 16 2008, 8:15 pm Atlos Post #4



I remember there being a tutorial about this on the old SEN. It has something to do with waits making a trigger cycle go through before finishing the trigger or something along the lines of that. My old memory is failing me! :(



None.

Jun 16 2008, 8:45 pm Falkoner Post #5



Quote
Only if you use the spammy 62xWait(0); kind of HTs.

Actually, no, as long as you put those at the bottom of the trigger list they turn off just like cross-player hypertriggers whenever another wait is hit. And a wait 0 would do the same thing as their wait 0s, so it wouldn't even turn off the hypers.



None.

Jun 17 2008, 12:42 am O)FaRTy1billion[MM] Post #6

👻 👾 👽 💪

It's still annoying to have to arrange them. (And I just remembered that I already knew about the trigger order trick when I used to make some bound maps. :P)



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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[11:31 pm]
Vrael -- :wob:
[08:42 pm]
Ultraviolet -- :wob:
[2024-5-08. : 10:09 pm]
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Vrael -- Alright fucks its time for cake and violence
[2024-5-07. : 7:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
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Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
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Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
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