Seamless Triggers....

RoObY

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Im looking for the trigger/triggers that cause no delay when a trigger ends. Normally, after a trigger ends there is a few hundred millisecond wait before the trigger restarts. In several bound maps ive played, the trigger is "seamless" with no obvious wait at the end. If you suggest hypers, that wont work so plz dont bother posting that. Similar triggers are used for looping wav. sounds so there is no gap in the music playback. I dont know either, any help is appreciated. Thx

Ive hunted through the past few months of threads and found nothing. Sorry if this is a repeat thread. At least im not asking for map editors right? :hbut
 
L

Laharl

Those are called hypertriggers. Since this is from after I was really into map making I'll need to look it up which I'm doing right now.

I. Find a player that has no wait in their triggers.

II. Create a trigger for that player, have condition as "Always" and have "Wait for 0 milliseconds". Copy the wait all the way down to the bottom, once it stops, revomve to of them, and put "Preserve Trigger" and your "Comment" if you so prefer it.

III. Copy the trigger twice so you have three total.
 

Wing Zero

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he isnt lookign for hyper triggers
even tho thast wah they are >_>
 
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Laharl

So I suggested the right thing, even though they aren't what he was looking for? I thought I had it wrong there *Blush*
 

Taligaro

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Actually, it is "Hyper Check" triggers.

RoObY, as far as I know, there is no other way to make "seemless" triggers. IE no default 1 game second before they re-fire. What you are looking for is the Hyper Check trigger, there is no other way to do it, I should know, been mapping for four+ years.

I'm sorry, but Hyper Check trigger is what you need to use, no way around that. There are many ways to make a Hyper Check, but I'll give you the most used method, and easiest.

I usually use a player that has nothing on the map except the start location, and has no other triggers at all (Player 8 for most of my maps, since I generally make four player maps.) You can use any player you wish, but make sure that player has no other triggers with the Wait action in them.

Players
Player 8
Conditions
Always or Elapsed scenario time is at least 0 game seconds
Actions
Wait for 0 milliseconds
Preserve trigger
Comment: Hyper Check
Copy the Wait 62 times, all editors have a maximum of 64 actions per trigger.

I know that isn't what you wanted to read, but there is no other way of doing it that I know of.

Hope that helps.
 

Manthus_X

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I'm no eXpert NeutronHInc but didn't you just post eXactly what Root did but instead of calling it hyper triggers you called it hyper check triggers...

haha... hyper trigs is the only way to create a seamless trigger system, and it is done how they both said... Even with those though it it never seamless as there will always bea delay alough it may be too fast for the human eye or ear to catch it will be there.

Hyper trigs is how all the bound maps are done.. if you open and look you will find this, there is no other way to do it.. unless map makers for years have missed something...

X
 

RoObY

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Hehe, thx for the effort fellaz. I know how to make hypers, however there IS another way. I saw it several months ago on some site or forums. However my brain has absorbed too much thc since then to recall where. Anyway its a set of 8-12 trigs that in some way, shape or form, cause the trigs to loop flawlessly. Hypers are a solutution, yes. But for certain element in my map i cant use hypers. Oh, one other thing while im typing. Trying to get a wireframe//minimap glow effect on some units. Tried usin forge for some 2/1 hp and fooled with some other suggestions with no result. Any time ive come close, it changes ALL units of that type on map to the funky radioactive glow(and crappy 2/1 HP), not spacific ones that i want. Thats enough for now i guess, thx for the time and help.
 

ZzMayhemzZ

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if you want that for certain units only
make a location that always follows the unit..

Cond:
switch 1 is cleared

Action:
center location on said unit
set switch 1
preserve

Cond:
Switch 1 is set

Action:
wait 0
clear switch 1
preserve

that wil make a location folow a unit make the location exactly as big as the unit is.. Example. 1 square for rine.. ghost.. ect

then make a trig so it does what you are talking about to the said unit at said location presto
try it. maybe i am barking up the wrong tree but a following location should work for ya
 

Manthus_X

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What elements can't you use hyper triggers for?

As for the wire frame part... do you have a copy of the map your trying to imitate, if you do then it will be easy to figure out what code is used to create the effect.

X
 
L

Laharl

Thanks for those two links, Mayhem. I'll read them at school tomorrow.
 

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