Simultaneous Wait

Hiho-E(A)

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Ok, I'm pretty sure the answer is no, but is there anyway to get around it? I have too many triggers just to put them into different players, but I need the waits and I cant lower the number of triggers I need. I'll explain further if you need me to.
 

Hiho-E(A)

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I just said the problem, not the specific error. Here is the map, dont steal the idea, which i stole from bomberman64 when the timer ran out on specific maps. :rofl2

[edit] the map has a comp in it so you can test alone, and only the bottom 2 layer of squares work. Nothing fancy yet, I was just testing to see if you could do it. Everything I have checks out, except I'm nto quite sure what triggers start on, but I dont think it matters in this case. [/edit]
 

Lwek

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I haven't worked with randomizing 6 differen't switches at the same time. But I'm guessing there's 35 different options you could have with 6 randomized switches(excluding one option where all of them are turned off)
I don't get what you're trying to do in your triggers but I noticed you're trying to create units for Player 12. Player 12 is neutral and will always be neutral. I don't think placing a Player 12 start location would even work, but you could give it a try. I think the best option you have if you wanted Player 12 units to be in the game would be to have them preplaced already and moving them into the squares and then moving them out.
 

Hiho-E(A)

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Double posting to post the semii-fixed one.
Ok, simultaneous wait still is the problem. I fixed the other minor problem, but simultaneous wait still is the problem. Once a trigger starts with the wait, it pauses all other triggers that have wait in them. This is why the hyper trigger doesnt work on anyone with a different wait trigger. I'm trying to find a way around it. Here is the new thing (only left colum is active)
edit: dont worry about the "done" thing in the map, thats only to see if the first trigger is still going. If u notice, it stops once something appreas, which it shouldnt. I need it to keep going.
 

Lwek

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I don't quite understand what the map is about. Is it where an enemy unit appears at a square and if you're in that square, your zergling dies?

My thoughts on the problem:
I think the problem is that some of your triggers that have wait actions in them are firing at the same time, thus creating a problem. For example, your first trigger is always going to randomize 6 switches ever half a second until the game time has reached 30 seconds. While some other trigger where all swtiches are cleared are creating units and then waiting.

My thoughts on the solution:
For your triggers that randomizes the switches, try adding these conditions:
CONDITIONS
-Random 1 is cleared.
-Random 2 is cleared.
-Random 3 is cleared.
-Random 4 is cleared.
-Random 5 is cleared.
-Random 6 is cleared.
-Ready is cleared.


Then try adding these actions into the triggers that create the units:
ACTIONS
-Clear Random 1.
-Clear Random 2.
-Clear Random 3.
-Clear Random 4.
-Clear Random 5.
-Clear Random 6.


Randomizing 6 switches gives you many choices. I don't know the exact. My guess is 35(excluding one option where all of them are turned off). You got to have more than 6 possible choiecs(triggers).
 

Lwek

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Hiho-E(A) said:
it gives you 64 choices (powers of 2 u comp geeks), and I knew already about the problem. I knew about it from the start, thats what this topic is. My question, is how do you get around it?
Well, did you try this?
Lwek said:
My thoughts on the solution:
For your triggers that randomizes the switches, try adding these conditions:
CONDITIONS
-Random 1 is cleared.
-Random 2 is cleared.
-Random 3 is cleared.
-Random 4 is cleared.
-Random 5 is cleared.
-Random 6 is cleared.
-Ready is cleared.


Then try adding these actions into the triggers that create the units:
ACTIONS
-Clear Random 1.
-Clear Random 2.
-Clear Random 3.
-Clear Random 4.
-Clear Random 5.
-Clear Random 6.


Randomizing 6 switches gives you many choices. I don't know the exact. My guess is 35(excluding one option where all of them are turned off). You got to have more than 6 possible choiecs(triggers).
 

Hiho-E(A)

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Hlow does that get rid of any of the wait triggers? I use the "ready" switch for whethere or not to do it. What I need is someone who understands what I want to happen, not to be mean or anything. I want simultaneously random explosions going on throughout the map that the people have to dodge with their zerglings. This would work except right now, there can only be one explosion at a time. For me, this is completely unsatisfactory since I need about half of the tiles to be exploding in order for this to be hard (6x6 blocks = 36 half of which is 18). I'm not trying to be mean, I'm just asking how does clearing the switches eliminate the wait time?
 

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