ok so have been making a few Random Defenses ( eg.individual random def.) and when I try to have the chooser to create the random unit to go in the location, it takes a few seconds to read the trigger. I am using Scmdraft 2.0 and everything works but I cant get the "Steps" to be read in milliseconds instead of seconds. How do I change this?
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Do you have hyper triggers? And waits are always in milliseconds. Just put 1000 for every second. But shouldn't it be 100? On timer's and stuff it's always 100 ms to one second.
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I've never heard of hyper triggers? How do you use them?
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you know, they make triggers go faster [where have u been?]
Condition
Always
Action
Wait 0 milleseconds x 63 [you need 63 of these to fill up the trigger, the last slot is to repeat]
preseve trigger
Create 3-5 of these
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You might want to make 62 waits so you can save 2 for preserve and a comment.
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Do you have hyper triggers? And waits are always in milliseconds. Just put 1000 for every second. But shouldn't it be 100? On timer's and stuff it's always 100 ms to one second.
Well then your timers are incorrect. It's based off the correct metric system.
Milli<Cent<Deci<Second<Deka<Hecto<Kilo
Each using a x10 of the last. Milli being 1/1000 of a second.
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You might want to make 62 waits so you can save 2 for preserve and a comment.
It can be both, either 63 waits or 62... its what he would want
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Lol, I grew up knowing centiseconds as milliseconds...
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w8 so ive i have a trigger that says:
Condition:
if Player1 brings 1 any unit to location 0
Action:
Create 1 Terran Marine at location 1
kill all any unit owned by Player1 at location 0
(then the waits 61 of them?)
Preserve Trigger
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No, make seperate triggers for hyper triggers. Hyper triggers sould be their own triggers.
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No, make a seperate trigger for hypers
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k does it matter if they r owned by any player?
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they have to be owned by someone... like Player 8 [if he is a comp] or i think u can have it as a human or neutral
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I just use all players, all my random triggers and things like hyper triggers go into all players.
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http://www.staredit.net/wiki/Wait_BlocksIf you didn't know how hyper triggers worked you might need to know about that also.
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http://www.staredit.net/wiki/hyper_triggersEvery time there is a wait, it causes all other triggers to run immediately. The first hyper trigger runs immediately, waits 0, then goes on to the next hyper trigger, which then waits 0. It then goes back to the first hyper trigger and waits the first wait again.
tl;dr it makes ur trigs run faster just cuz.
Triggers normally run once every 2 seconds on normal because there is a delay in between each trigger run. This can't really be avoided, but it can be pushed away (4 hypers pushes this into days inbetween NEOs). Hyper Triggers essentially prevent this delay from ever happening, making them run every 84 ms on fastest until the "NEO", which is calculated based off of the number of waits in your triggers. This should be explained in the wiki.
With hyper triggers, the triggers run eight times a game second, which means 16 times faster than normal speed. That's about it. Read the wiki for more.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Here's another tutorial on them, if you still don't get it, note that if you are using excessive amounts of waits in your map, you're going to have to replace them with
Death Count Timers so you don't get
Wait Blocks, and wait blocks aren't just caused by hypertriggers, multiples waits running at the same time can cause them.
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Also keep in mind a game second (like in elapsed time and countdown trigs) is not a real second (though I think the recorded time after a match is real time). Hyps typically run your trig cycles at about 12x per real second, and run somewhere around once per real second normally without them.
If I were to give an EASY, summed up explanation of what to do, here it is:
Put 3 triggers each with Always as condition, Preserve Trig and Comment "Hyper Trigger," and fill the rest up with waits (62). No need for 63. Making it take up less visual space is much more important. You must put them in a player that will be present in the game at all times, hence why a computer (not neutral or defeated) is a good choice. Then you are able to use the Wait action for other players without worrying about a "wait block," which basically stops triggers from running for that player, often ever again if there are many waits (like hypers) running in a single player.
Please keep in mind, sometimes units don't move immediately when ordered to. That's just how it is. But this will be much faster usually. The good thing about hyper trigs is that it affects every player, even though wait blocks can only occur in the player that has them.
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