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BattleForums.com Forums > StarCraft > Starcraft General > Starcraft Maps and Modifications

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Old 02-14-2004, 10:21 PM   #1 (permalink)
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Tell me what you observe

These aren't anything overtly complicated (4-5 triggers each), but interesting nonetheless. Tell me what you see going on. I'll have some more coming soon.
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File Type: scm p12 alliance test.scm (25.3 KB, 14 views)
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Old 02-14-2004, 10:27 PM   #2 (permalink)
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...and another.
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File Type: scm hyper trigger associativity.scm (36.9 KB, 11 views)
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Old 02-14-2004, 10:58 PM   #3 (permalink)
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Well tux, in the first one, i rekon thats a great idea, i really like that, so simple yet so effective, but you need an anti ally trigger going with that.

And in the second one, i saw what i expected, the hyper makes the preserve trigger about 1-2 seconds late which is what usually happens (I had 2 add preserve trigger)
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Old 02-14-2004, 11:05 PM   #4 (permalink)
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Hmm, lemme dbl check the map, I just cooked it up in like 30 seconds...

Blah, forget it, I'll just outline what's going on: The first map shows how setting the alliance settings for P3 affects a P12 building (formerly owned by P3). The second map shows how hyper triggers that do NOT belong to P1 still transmit their effects to P1 (hence the rapid exploder). The beacon is just there to activate a transmission, showing that a wait blocker is running while the hyper trigger event is still in effect! (or at least, it's supposed to. I'll bring in my other map from home that actually works if that one I cooked up just now doesn't.)
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Old 02-14-2004, 11:45 PM   #5 (permalink)
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Erm tux
Quote:
The second map shows how hyper triggers that do NOT belong to P1 still transmit their effects to P1
course it does, i never make my triggers for humans, my triggers are always on computers because i do hyper differently
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Old 02-14-2004, 11:48 PM   #6 (permalink)
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Lolz, for the first map, i looked at another map not yours. But yeh i get ure point.
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Old 02-14-2004, 11:50 PM   #7 (permalink)
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Ok then that was obvious. Most people think the player actually has to own the hypers to receive the effects of it. But it brings up the question of how, exactly, do hyper triggers (or rather wait blockers in general) work? Why is it that one player's trigger activations are affected by another's wait blockers?

Discuss! (and yes, I know why, but I'm not telling )
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Old 02-14-2004, 11:57 PM   #8 (permalink)
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Right now i'm makin maps trying 2 figure out how 2 explain that 2 u tux
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Old 02-14-2004, 11:58 PM   #9 (permalink)
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Because b.net stuffed up when they made the timing in Sc Editor

It's not rational if u have a wait trigger with presserve and u use another one, for them 2 mess each other up now is it? So it's a big big mistake dats bout it
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Old 02-15-2004, 12:04 AM   #10 (permalink)
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Take this map for example, this shouldn't happen
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Old 02-15-2004, 12:11 AM   #11 (permalink)
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The first one is strange, and the second one I don't quite understand... The explosion doesn't go away even when the wraiths stop dieing, is that my computer or is that supposed to happen?

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Old 02-15-2004, 12:16 AM   #12 (permalink)
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Erm, i think it's ure computer cos wraiths don't stop dyin...
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Old 02-15-2004, 04:33 AM   #13 (permalink)
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dat some cool map making u guys r doin i like them
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Old 02-15-2004, 05:01 AM   #14 (permalink)
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DangTux, I have no clue to the answer of that question..

Wouldnt you have the hyper trigger set to all players, tho? What would happen if you only set it to, say, player 1?


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Old 02-15-2004, 05:55 AM   #15 (permalink)
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Shafted, you only need it on 1 player for it to work for all players in the game. You guys use 0ms hyper i used a different hyper and i can't make it for n e human players because it would make the game impossible to play. So it works for all players
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Old 02-15-2004, 06:09 AM   #16 (permalink)
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Viva la hyper switches!!
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Old 02-15-2004, 06:47 AM   #17 (permalink)
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Quote:
Originally posted by Tuxedo Templar
Ok then that was obvious. Most people think the player actually has to own the hypers to receive the effects of it. . . .
I don't think most people think anything about them. They simply have no idea how it works.

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Viva la hyper switches!!
Oh Crap the stupid switch theory. Your theory has less proof than "Viva la big bang"

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Old 02-15-2004, 06:57 AM   #18 (permalink)
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I still remember trying to prove how switches were instant to you... but I ended up showing you some p.o.s. that didn't work at all. I know how the triggers work, I just messed up that one time .
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Old 02-15-2004, 07:02 AM   #19 (permalink)
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Quote:
Originally posted by ShaftedTwice
DangTux, I have no clue to the answer of that question..

Wouldnt you have the hyper trigger set to all players, tho? What would happen if you only set it to, say, player 1?


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No Shafted, Hyper triggers of course are composed of many waits, every time a single wait is fired the current trigger is put on hold and all the other triggers are checked and carried out, The triggers compleat the loop though all the players triggers. Just as it would in normal trigger order. Thus of course when you have many waits, it just repeats this loop many many times. Thus the actual trigger round never ends.

Haveing a hyper trigger In effect for more than one player "ie all players" is pretty much useless, Other than the fact that it makes it last slightly longer. (easy counter acted with a few more copys of the trigger). The only thing it does do is make unesseccary wait blocks that could be easly avoided.

- Mac Man, you can't prove it even if you tried again. There not more "instant" than set resources or deaths or custom score or flag units. What you are actually doing is taking advantage of basic "hyper effect" of a single wait and isolateing a trigger with a switch to fire during that time. The switch is just your tool to ensure proper fire order incase you miscalculate it.
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Old 02-15-2004, 07:10 AM   #20 (permalink)
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Quote:
Originally posted by Bolt Head
- Mac Man, you can't prove it even if you tried again. There not more "instant" than set resources or deaths or custom score or flag units. What you are actually doing is taking advantage of basic "hyper effect" of a single wait and isolateing a trigger with a switch to fire during that time. The switch is just your tool to ensure proper fire order incase you miscalculate it.
We'll just leave it at that. You're correct with the proper fire order, that's exactly why I use them. I just find that they are easier to control and can be built around the game, instead of having to build the game around the hypers by making certain sacrifices.
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