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View Full Version : Quick Fixes to Slow Triggers


Protogod
10-09-2007, 10:43 PM
In this tutorial I will be addressing problems such as slow triggers, undue delays, and any such impediment which falls under the category of what I like to call TriggerLag.

1) First and foremost, check to make sure that your scripted wait times are, in fact, broken. The number might have an extra zero (or it might be missing a zero) or perhaps you unchecked a box or made an error in some other condition.

2) If your triggers themselves are scripted properly, then a modern fix would be the addition of Hypertriggers, which should be standard on most UMS maps nowadays. To add "Hypertriggers" you simply make a trigger with whatever condition you want (usually always, unless it causes problems in other triggers) and the result of "wait 0 milliseconds" copy&pasted as much as possible. Once you can no longer copy the wait trigger, you erase one and add "preserve trigger"

This works because before each wait time the computer checks to make sure that there are no other triggers in need of doing, which means it will constantly scan your trigger list for things that need doing, thereby making the reaction time much faster. (Of course this is hearsay. I'm not 100% sure on this explanation. All we know is that it works.)

3) If you added Hypertriggers and you still have slow triggers, make sure that the hypertrigger belongs to a player who isnt executing any wait times. If that player does have other triggers involving wait times, then your triggers may not even be firing correctly, as that wait time interferes with the hypertrigger's operation. You should avoid giving the same player player hypertriggers and wait times if at all possible.

4) If problems persist, it may be because you Whore (overuse) wait times, like myself. In order to alleviate this interference, you should spread your wait times around as much as possible. Instead of giving all triggers to one player, you can diversify your bank of triggers, so that wait times occurring simultaneously end up in different players. That way if player 1 is receiving a transmission, perhaps Player 8 is spawning units, while Force 3 is creating special effects.

5) If you find it difficult to diversify your wait times, you may consider reworking your maps into a rudimentary WebTrigger (http://www.warboards.org/showthread.php?t=25471) system (devised by our own SilverCrusader aka Akar) This system is more switch' heavy, creating less of a need for wait times.

Twitch6000
10-11-2007, 9:38 AM
Ok two things you left out on you forgot to say copy the hyper trigger 3 times so you have four of them :p.Also the webcast system like dark swarm system was made and found by Tuxedo-Templar....

Protogod
10-11-2007, 5:45 PM
Also the webcast system like dark swarm system was made and found by Tuxedo-Templar....
Wrong.

Aqo
10-11-2007, 8:42 PM
Wasn't it DeathKnight (excuse me for not using the correct version of the D) who found all that stuff? My memory shows him in the top of any SC discoveries.

SilverCrusader
10-11-2007, 8:51 PM
Yes, Tuxedo Templar is really good and all, but I doubt he discovered that many systems. My system was already in existence when I made it, it just wasn't complete, and was unnamed (I had no clue of it until after I was done with it though :P)

Twitch6000
10-12-2007, 9:20 AM
I am sorry but,unless you explain what ''your'' web system does I will continue to say tuxlar discovered the Dark Swarm System and The Dweb system when Rush was being made.If you want to argue,argue with him.

KillerKow
10-12-2007, 9:50 PM
Twitch, learn to read. He never mentioned anything about a dark swarm firing system.

SilverCrusader
10-12-2007, 10:52 PM
I am sorry but,unless you explain what ''your'' web system does I will continue to say tuxlar discovered the Dark Swarm System and The Dweb system when Rush was being made.If you want to argue,argue with him.
If you follow the little link you'll see.

Protogod
10-12-2007, 10:53 PM
If you follow the little link you'll see.
Now stop spamming my thread, all.