I made hypertriggers for my map, and I expected near-instant trigger activity, instead, I still got regular waits. Here's what I did with the triggers:
(Player 8)
Conditions
Always
Actions
Wait for 0 milliseconds (63 times)
Preserve trigger.
Those who stated it, I copied the trigger 3 times... Forgot to add it.
Post has been edited 1 time(s), last time on Dec 16 2009, 1:58 am by Lyoko367.
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Copy the trigger 3 times
I'm only here because they patched SC1 and made it free.
Another method: use death count hyper triggers
http://www.staredit.net/?p=tutorials&tut=17EDIT: sorry I didn't edit this into my first post >.>
I'm only here because they patched SC1 and made it free.
I DID copy it 3 times. Forgot to add that, adding.
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Here's the map, can somebody look at it quickly for me?
Attachments:
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If the player who owns the hyper triggers is not present in the game, they will not fire and hence not work.
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If the player who owns the hyper triggers is not present in the game, they will not fire and hence not work.
The player has a start location and is set to computer, it hasn't failed in the past.
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So yeah, 74000ms wait for player 8. Hyper triggers pretty much useless for that duration.
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Turn off under the force settings "Randomize Start Location"
Could mess with your force settings.
Also what Kenoli said, those waits under "All players" apply to player 8 as well and will cause wait blocks.
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I copy it twice usually
I don't suggest that, as the NEO is every ~5.5 minutes (period between loops where the normal wait occurs). For some maps that's acceptable, however, maps that utilize more intensive systems can get butchered (especially if vHP is involved).
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Vrael is spot on, everything works EXACTLY how I want it now, footsteps, invisible barriers w/o units, the works! Thanks, Vrael, and everyone else who helped me! ^-^
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I copy it twice usually
I don't suggest that, as the NEO is every ~5.5 minutes (period between loops where the normal wait occurs). For some maps that's acceptable, however, maps that utilize more intensive systems can get butchered (especially if vHP is involved).
That's copying once. "Copy it once" implies there are two triggers. "Copy it twice" implies there are 3 triggers. 64^3*.084=6 hours.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
I copy it twice usually
I don't suggest that, as the NEO is every ~5.5 minutes (period between loops where the normal wait occurs). For some maps that's acceptable, however, maps that utilize more intensive systems can get butchered (especially if vHP is involved).
That's copying once. "Copy it once" implies there are two triggers. "Copy it twice" implies there are 3 triggers. 64^3*.084=6 hours.
Oh wow, don't know how that got passed me. I misread it as having two copies; nice save.
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About the wait blocks thing; My ammo systems REQUIRE waits AND hypers, and they're near instant. Of course they also have dc's for inter-trigger timing, but inside the triggers are waits for timing and I've had no wait blocks yet.
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Each player can run 1 wait per trigger cycle without experiencing wait blocks. In this case, P8 is running trigger waits AND hyper trigger waits, hence the failure due to wait blocks. Also, it's possible you have wait blocks and don't know it, since you can't exactly time little 84 millisecond blocks without some sort of special equipment.
Please don't post information that could potentially mislead others without a thorough explanation.
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About the wait blocks thing; My ammo systems REQUIRE waits AND hypers, and they're near instant. Of course they also have dc's for inter-trigger timing, but inside the triggers are waits for timing and I've had no wait blocks yet.
If you have hypers assigned to multiple players it's possible for one to be blocked while another is still going. As long as at least one is up at any given time it's fine.
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