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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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"Atheism is a non-prophet organization"
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Allow me to explain. Hyper triggers function as their own unit, and for whatever reason (I'm sure someone around here knows) they make triggers run approximately 12.2 times more often (I believe, again I'm sure someone around here knows the exact numbers). With hyper triggers you rarely have to wait for anything to occur, unless you specify it. Be careful with wait blocks though, these occur when more than one wait is running at the same time for the same player. You'll want to invest some time into learning about using death counts as timers to avoid wait blocks. Hope I helped.
Edit: Player does not matter, but the player has to be in the game so the triggers can run. I'd suggest using a computer player for them. ![]() ![]() ![]() ![]() ![]() ![]() [23:05] fiercesob: lol no I just went up to him and he was like "oh what are you going to do bitch!" and I just fucking grabbed him and threw him against the car and went to town on his shit
[23:06] KingXander[TCB]: went to town on his shit? does that mean you ate his ass? [23:06] KingXander[TCB]: sorry, im not a straight up thug like fierce [23:06] KingXander[TCB]: i don't know the lingo |
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This IS Different
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http://www.staredit.net/wiki/Wait_Blocks
If you didn't know how hyper triggers worked you might need to know about that also. ![]() ![]() ![]() ![]() ![]() ![]() ![]() FALKON KICK |
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We are not amused
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http://www.staredit.net/wiki/hyper_triggers
Every 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. ![]() ![]() ![]() ![]() ![]() ![]() Of the sparkling wines, the most famous is Perth Pink. This is a bottle with a message in, and the message is 'beware'. This is not a wine for drinking, this is a wine for laying down and avoiding.
Another good fighting wine is Melbourne Old-and-Yellow, which is particularly heavy and should be used only for hand-to-hand combat. |
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Taking StarCraft Map Making to the Limit!
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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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eight archons burning...
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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. ![]() ![]() ![]() ![]() ![]() ![]() "If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason." - Jack Handey
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