Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Triggers won't work.
Triggers won't work.
Oct 24 2007, 7:57 am
By: Saox  

Oct 24 2007, 7:57 am Saox Post #1



Here it is!

Could someone take a look on this? Why doesn't the patrol start moving as you reach the location? Why doesn't the triggers give away the Dark Archon after moving to a second gate?

This map is just a beta, did it in 30 min ;-).

Attachments:
UnnamedCampaign2.scx
Hits: 4 Size: 52.82kb



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Oct 24 2007, 4:07 pm NudeRaider Post #2

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

omg can't believe it took me so long to figure it out... As you said the condition is fine, so it DOES fire.
You're experiencing wait blocks due to wrong hypertrigger usage.

Place the hypertriggers at the bottom of the trigger list.
When using ScmDraft 2 you can do so by marking all players then click a hypertrigger and hold 'o' to move dOwn.

This applies to the patrol bug you mentioned. But I'm sure it fixe the second bug too if you use a transmission in that trigger.
(Didn't play this far)




Oct 24 2007, 10:49 pm Kenoli Post #3



There aren't any waits expect for in the hyper triggers. I don't know what you think is getting blocked.
I don't know what you think moving the hypers to the bottom will do either.



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Oct 24 2007, 11:28 pm Saox Post #4



Damn...I removed the hyper triggers and now it works fine. But how to combine theese things? I'd like to have both the HT and the wait commands in order to make proper cut-scenes.



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Oct 24 2007, 11:41 pm Akar Post #5



Have the hyper trigger run for that one player, but have wait times associate with another player. And link them together using a method called web triggers. Set a Switch, and when that switch is set for another player, that player will run a wait time, and at the end, it will set another switch. When that switch is set, run the rest of what you were going to.



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Oct 25 2007, 12:10 am NudeRaider Post #6

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

lol ppl... I tried it... moving the hypertriggers to the bottom fixes it. Thats a fact. Do I have to post the map that you believe me?

Right, Kenoli no trigger action called wait, but the trigger action transmission uses the wait command. You should know that.

WHY hypertriggers work with 1 wait together for the same player I don't know exactly.
But I have the theory that it has something to do with the way waits work. Could be that when a wait is executed all triggers above it will be run again. That makes the order important. I once read a confusing explanation about it with formulas and stuff. Thats the meaning I figured out of it.
Maybe Moose knows more. He was actually the one that told me that hypers have to be at the bottom. And geez that man is right ;)

so saox... pls follow my instructions in the first post... they will work :D




Oct 25 2007, 12:23 am Oyen Post #7



odd....I have hypers at the top, and my maps work fine.



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Oct 25 2007, 12:31 am Fwop_ Post #8



Try not setting the hyper triggers for "All Players".... instead maybe a computer player?



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Oct 25 2007, 12:38 am who Post #9



Setting a hyper for a computer players makes it work for all players, but I've still experienced wait blocks with it.

Using death count hypers will eliminate wait blocks as long as you don't run two waits simultaneously.

They're basically:
Trigger
Players

  • Player #1 (preferably computer)
  • Conditions

  • Player #1 has suffered exactly 0 deaths of Mercenary Gunship.
  • Actions

  • Wait(0);
  • Set deaths of Mercenary Gunship to 1 for Player #1
  • Wait(0);
  • Preserve
  • Comment


  • Trigger
    Players

  • Player #2
  • Conditions

  • Player #1 has suffered exactly 1 deaths of Mercenary Gunship.
  • Actions

  • Wait(0);
  • Set deaths of Mercenary Gunship to 0 for Player #1
  • Wait(0);
  • Preserve
  • Comment


  • I don't think I've ever had wait blocks w/ this method.



    None.

    Oct 25 2007, 1:29 am Kenoli Post #10



    I didn't look for transmissions.
    Whoops.

    PS. Taking the hyper triggers off of All Players and assigning them to a player that doesn't use any other waits is the easiest solution to this problem.

    Post has been edited 1 time(s), last time on Oct 25 2007, 1:37 am by Kenoli.



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    Oct 25 2007, 3:29 am NudeRaider Post #11

    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

    Quote from Kenoli
    I didn't look for transmissions.
    Whoops.
    np


    Quote from Kenoli
    PS. Taking the hyper triggers off of All Players and assigning them to a player that doesn't use any other waits is the easiest solution to this problem.
    wrong... i posted the easiest solution. just move them down. no changes whatsover besides order. You dont need to find (or have) "free" computer player, you dont even have to think here. Just klick the trigger and hold 'o'-key for every hyper.
    Thats it! Damn is it too easy to believe or is it you are making fun of me by ignoring the facts that I post?


    Its a general rule. Hypertriggers on the bottom dont cause wait blocks. (2 other waits run the same time will still block each other ofc)
    Quote from Oyen
    odd....I have hypers at the top, and my maps work fine.
    Then you are not doing one of the things that cause wait blocks. Try the following: 4 triggers for P1:
    3 hypertriggers and below
    1 trigger always wait(5000ms) and create marine at anywhere
    You WILL have to wait much longer than the 5s from game start.




    Oct 25 2007, 3:48 am Kenoli Post #12



    Quote
    Its a general rule. Hypertriggers on the bottom dont cause wait blocks.
    Untrue.



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    Oct 25 2007, 7:01 am Fwop_ Post #13



    Quote from NudeRaider
    wrong... i posted the easiest solution. just move them down. no changes whatsover besides order. You dont need to find (or have) "free" computer player, you dont even have to think here. Just klick the trigger and hold 'o'-key for every hyper.
    Thats it! Damn is it too easy to believe or is it you are making fun of me by ignoring the facts that I post?


    Its a general rule. Hypertriggers on the bottom dont cause wait blocks. (2 other waits run the same time will still block each other ofc)

    If you can't find a player slot that isn't using any waits at all in your map, your map is fail. So having a "free" player slot shouldn't even be a problem in the first place. Making it so hypers don't run for all players is the solution, not moving them down the list.

    Quote from NudeRaider
    Quote from Oyen
    odd....I have hypers at the top, and my maps work fine.
    Then you are not doing one of the things that cause wait blocks. Try the following: 4 triggers for P1:
    3 hypertriggers and below
    1 trigger always wait(5000ms) and create marine at anywhere
    You WILL have to wait much longer than the 5s from game start.

    Why do you suggest to even make a trigger that will cause wait blocks? Everyone should just use death counters or actually learn how to use waits without any problems.



    None.

    Oct 25 2007, 12:27 pm who Post #14



    Death counter waits often make things very complicated w/ so many switches and such that I rarely use them. It's easier to use a death counter wait and then use normal waits/transmissions.



    None.

    Oct 25 2007, 1:17 pm NudeRaider Post #15

    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

    Quote from Kenoli
    Quote
    Its a general rule. Hypertriggers on the bottom dont cause wait blocks.
    Untrue.
    Show me an example where they do. An explanation would be fine too. I also tried to explain why they don't. If I am not given an example or explanation I can't accept your no.

    Everybody seems to know something different when it comes for hypers.
    Here's the topic where Moose (and some others) explained it. For all cases I've seen so far he was right.
    http://www.staredit.net/?topic=769


    Quote from Fwop_
    If you can't find a player slot that isn't using any waits at all in your map, your map is fail. So having a "free" player slot shouldn't even be a problem in the first place. Making it so hypers don't run for all players is the solution, not moving them down the list.
    It wasnt meant to be taken literally I just wanted to point out how simple it is.
    Anyways I wouldn't call a working map a fail whatever methods it uses.

    Which leads me to another point... maybe you don't like my solution for reasons I can't comprehend - nevertheless it's correct.
    Ofc your methods work too. Maybe putting them on the bottom AND only run them for a spare comp player would be the "cleanest" solution.

    What makes me sad is - sry for me going off-topic - that some (if not many) ppl here on SEN seem to be more concerned about distinguishing themselves rather than helping solving the thread. Everyone wants to have the "best, most shiny ultimate and perfect" solution not accepting that different ppl can indeed have different opinions without one of them being wrong.

    I've seen threads where at least 80% of the posts ppl yelled at each other that their editor would be the best instead of solving the topic.
    Or others where ppl with no clue were posting a bunch of bulls*** just to look like a hero in bright shining armor it seemed.
    And in this case you try to make it look like my solution would not be a solution at all... WHY I wonder?

    I always liked this community. Great knowledge, nice ppl and fast answers made it THE forum for me. But that was before the great collapse of SEN v4. I hope this community AND the site (constant downtimes) will recover soon.




    Oct 25 2007, 1:24 pm NudeRaider Post #16

    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

    Quote from Fwop_
    Quote from NudeRaider
    Quote from Oyen
    odd....I have hypers at the top, and my maps work fine.
    Then you are not doing one of the things that cause wait blocks. Try the following: 4 triggers for P1:
    3 hypertriggers and below
    1 trigger always wait(5000ms) and create marine at anywhere
    You WILL have to wait much longer than the 5s from game start.

    Why do you suggest to even make a trigger that will cause wait blocks? Everyone should just use death counters or actually learn how to use waits without any problems.
    Again you do it: You try to make me look like an idiot.
    It was simply an answer to his comment. He didn't seem to know about the problems you can have when using hypers in the wrong way.




    Oct 25 2007, 5:33 pm Saox Post #17



    The hyper triggers are all in ALL PLAYERS, and there is nothing more there. So how do I put them down? o_O

    I deleted them and it all works fine, so how do I make it now so that it works and have hyper triggers both ?



    None.

    Oct 25 2007, 6:48 pm NudeRaider Post #18

    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 got 3 options:
    1. move them to the bottom of the list (my first post)
    2. let them be executed for only a comp player that wont use waits/transmissions (fwop_'s first post)
    3. or use another method of hypertriggers (like switch hypers akar posted or death count hypers that someone09 posted)

    I think 3. is too complicated.
    And as I said somewhere 1. AND 2. would work well, for cleanest solution do 1. AND 2.

    For instructions HOW to do it, read the respective posts. Its explained and its very simple.

    EDIT: Clarification for 1.:
    Go in the trigger overview (where you see all the players that have triggers and see the trigger list if you click a player).
    Now in this view mark every player and klick one of the hypertriggers then hold the 'o' key. Do it for all of them.
    Don't forget that when add new triggers the new triggers will now be on the bottom of the list. So you must do it everytime you want to make a testgame for the new triggers.

    If you ALSO (or only) do method 2 the order will probably not screw your map, but you should place them at the bottom when you are finished.

    Post has been edited 1 time(s), last time on Oct 25 2007, 6:57 pm by NudeRaider.




    Oct 26 2007, 12:51 am Kenoli Post #19



    Quote
    Show me an example where they do. An explanation would be fine too. I also tried to explain why they don't. If I am not given an example or explanation I can't accept your no.
    If the hypers are at the bottom they will be blocked while another wait runs.
    IE Instead of the trigger waiting for the hypers to finish, the hypers wait for the trigger.

    I guess you just haven't noticed this for some reason. Maybe a hyper trigger lapse didn't cause a problem in your map, or maybe you had other players with hypers picking up the slack.

    Either way, wait blocks are still occurring.

    One way to ensure that the hypers are always running is to give them to a player that is not using any waits.
    Maybe that suggestion sounds familiar.



    None.

    Oct 26 2007, 3:56 am NudeRaider Post #20

    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

    Quote from Kenoli
    Quote
    Show me an example where they do. An explanation would be fine too. I also tried to explain why they don't. If I am not given an example or explanation I can't accept your no.
    If the hypers are at the bottom they will be blocked while another wait runs.
    IE Instead of the trigger waiting for the hypers to finish, the hypers wait for the trigger.

    I guess you just haven't noticed this for some reason. Maybe a hyper trigger lapse didn't cause a problem in your map, or maybe you had other players with hypers picking up the slack.

    Either way, wait blocks are still occurring.

    One way to ensure that the hypers are always running is to give them to a player that is not using any waits.
    Maybe that suggestion sounds familiar.
    *sigh* You wont give up, eh? Well I won't either.
    Sounds logical what you wrote at a first glance. Sadly hypers are not that easy.

    Here's a testmap to proof that I don't insist on things when I am not absolutely sure about it.

    I hope after having a look at it you finally believe me (or I have to call you blind).
    But I wonder... why didn't you check it for yourself? This testmap took me 2 minutes to set up and check the results. Didn't you become suspicious that I might be right when I insisted so hard on it? Or is it I'm famous for telling lies to ppl here on SEN?

    Attachments:
    test hypers.scm
    Hits: 2 Size: 50.47kb




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