View Full Version : Hyper Triggers Ruined My Life!!!
worldboy99
09-14-2007, 10:47 PM
Hey, I've been working on a map for like... oh 20 hours or so.... cause I'm using hyper triggers, but they kinda messed up my map, so like I say, "Give 1 mineral at 30 timer" and it decideds to give 8-20. So that was cool and all, and i just adjusted pricing to that. Then though... it refused to recongnized player "foes"... so its cool, i just made 40 triggers for each team... and then randomn number of units spawning here and there, but yeah, I kinda tried to adjust to that two.... but then it decided to say when there was lag, it would give this much money per province, and when there wasn't this much, and this much for this and this and this and..... 20 hours of my life have been for nothing.
Any advice on how to fix my map :rolleyes:?
SolidSamurai
09-15-2007, 6:18 AM
It seems like those triggers of yours use 'convential' interpretation means. That is, 1 unit of minerals actually equates to a predetermined number of 8 (the usual 'harvest' amount) or 20 minerals. If that amount is all over the place (rather then remaining as 8 minerals, or 9, or say 10), then that doesn't make any sense whatsoever.
You'll have to seek further, more in-depth triggers (no scripting available?), to get precisely what you want. Problem with any amount of triggers is it's difficult to be precise. It all comes down to the math, and eventually all the creativity of every starcraft UMS game ever to be placed on bnet comes down to the names you happened to give each unit. :P
Seriously, anything you're looking for, has probably been done before. If you're looking to be more precise then that, then it's gonna be a festival of frustration. You can assume the SC editor isn't capable of handling it.
I'm not saying whatever you're doing, you can't do. I'm just throwing out wiseman advice as usual.
Just think of it as a warning, so you'll be prepared and better plan your time next time around (as well as know when to say 'screw this'). :)
Hypers didn't ruin your map, you just don't know a fiew things, that's all.
First: The 'Elapsed scenario time/countdown timer' trigger you spoke of. If you preserved it, it is no wonder that it gives you about 12 minerals, since the condition is true for one second of game time, thus making the trigger fire 11-12 times.
You must give me more information about other problems so I can help you fix them though.
worldboy99
09-15-2007, 8:35 AM
So I'm not supposed to preserve a trigger when I'm using hyper triggers? And the triggers were all over the place, so when you have 1 pylon its 8 minerals, but 2 pylons is like 60. BUt i adapted the prices to a degree that it worked. And a whole nother trigger is: PLayer 8 bring exac 1 army, P8 brings exac 1 pylon, foe bgs atleast 1 any units. Then condition it removes unit "army" and creates an actual army. But for some reason it completely ignores the foe bgs atleast 1 any unit and instead only works if i put in a specific force :-/.
DemonicArchon
09-15-2007, 9:44 AM
Did you use forces to help with 'foes' and such?? And also, it would be 'commands at least' not 'brings'....If you bruoght units, they'd have to be brought somewere for the trigger to edit....
Basan
09-15-2007, 10:40 AM
Generally the miss conception with hypers is that you may have other wait blocks on that players triggers thus causing a serious amount of lagging issues. The other common blooper with'em is that folks sometimes forget that they speed up all of your other triggers firing, so you must take that into consideration when you're intending to preserve that trigger to be activated later on in the game. ;)
And welcome on board, WorldBoy'. :)
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