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This might be helpful.
http://www.maplantis.org/index.php?map=1269 ![]() ![]() ![]() ![]() ![]() ![]() |
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The waits use to be on Force 1, then I put them on for All Players. Also, how would they be massive if they're waits of 0 milliseconds. And it's the second obstacle that's having the problems just FYI.
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I care not for your little life.
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If you don't know how switches work, I'll explain them to you. If you DO know how they work, I can't believe I just wasted my time making this description.
Think of a light switch. You flick it on, the light bulb goes bright. You flick it off, the light bulb dims. It's generally the same concept in StarCraft. (Condition): Switch 1* is set. (Action): [Actions] ~ Put in the actions you want. (The light bulb goes bright) This trigger is turning the light bulb on. Generally a switch is given Preserve Trigger as an action, because most people use Switches so triggers may be turned on and off, such as in a bound or a mass game. Mass games use different switches to create different units, such as a player starting off with spawning Tanks, gets 100 kills, then starts spawning Marines. In bounds, switches are used for diffferent obstacles. Normally there will only be an Action present for when a Switch is set, but you may also place Actions for when a Switch is cleared. To set/clear a Switch, you must have a different trigger. (Condition): Player 1 brings at least 1 Men to Location* (Action): Set Switch 1* Preserve Trigger* (Condition): Player 1 brings exactly 0 Men to Loaction* (Action): Clear Switch 1* Preserve Trigger* When Player 1 brings at least 1 Men to Location, the switch will be set. (The light bulb goes bright) Let's say Switch 1 creates a Marine at Location 2. (Player 1 brings at least 1 Men to Location / Set Switch 1) (Switch 1 is set / Create 1 Marine at Location 2) When Player 1 brings exactly 0 Men to Location, the switch will be cleared. (The light bulb dims) Let's say Switch 1 cleared kills a Marine at Location 2. (Player 1 brings exactly 0 Men to Location / Clear Switch 1) [Normally there is no action to a Cleared Switch, but if necessary...] (Switch 1 is cleared / Kill 1 Marine for Player 1 at Location 2) In a bound, you'd apply the same concept except creating/killing at different Locations and normally switch 1 must always be set first. (Condition): Always* (Actions): Set Switch 1* (Condition): Switch 1 is Set* (Actions): Create 1 Wraith at Location* Create 1 Wraith at Location 2* Wait 500 miliseconds* Kill all Any Unit for All Players at Location* Kill all Any Unit for All Players at Location 2* Preserve Trigger* To set a new obstacle you'd put... (Condition): Force 1 brings at least 1 Men to Location 3* (Actions): Clear Switch 1* Set Switch 2* (Condition): Switch 2 is set* (Actions): Create 1 Wraith at Location 4* Create 1 Wraith at Location 5* Wait 500 miliseconds* Kill all Any Unit for All Players at Location 4* Kill all Any Unit for All Players at Location 5* Preserve Trigger* I really hope this explanation helps. Some things may be left unexplained and you may not understand some of the things I'm trying to say, so hopefully maybe someone else could help you to understand. * ~ Means optional. This action / condition may or may not be required for your triggers to work. ![]() ![]() ![]() ![]() ![]() ![]() ![]() Prepare to drop. |
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A wait 0 does not wait 0 milliseconds. That is no time at all. For whatever reason, they ends up waiting about 84 milliseconds instead. (on fastest)
If you have lots of these waits running and blocking each other all the time, other waits can end up with long delays. The waits in higher triggers have a sort of priority. The reason the first obstacle trigger isn't having a problem is because it's actually above the hyper triggers. You could fix the second one by moving it up there too. ![]() ![]() ![]() ![]() ![]() ![]() |
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If I put the second obstacle before the first, the first obstacle has wait problems! HELP ME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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