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TUTORIAL: Hyper Triggers.

 
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KnightMaire


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Post#1 Posted: 13 Oct 2009 08:28 pm    Post subject: TUTORIAL: Hyper Triggers. Reply with quote

Hyper Triggers are the most commonly used technique in map making, for it is the most important. A map that does not include Hyper triggers may show does undesirable results.
ERRORS: Whenever you use a Preserve Trigger inside a trigger, there is a default delay of 1.1 seconds until re-execution.
For example:
Action:
Create Unit HERE...
Preserve Trigger
NOTE: Your first reaction would be that it would create an uber amount of units very fast... however...
Outcome: Creates unit every 1.1 second.
Why? Well, that is exactly what the hyper trigger is used for.
Syntax:
CONDITION - ALWAYS
ACTION -
Comment "Hyper Trigger" <--- optional
Preserve Trigger
Wait(0)
Wait(0)
Wait(0)
etc <-- fill up the rest of the trigger with waits of 0 millisecond.
Then copy that entire hyper trigger about 4-5 times.

The Hyper Trigger does exatly what it says... makes everything wait 0 milliseconds.

Now if you repeated that trigger above, your expected outcome will be correct this time.

Maps that use Hyper Triggers:
BOUNDS!!!! There is no bound without Hypers.
Dodgeball, Phantom BGH (original version, phantoms min/gas gain based on hypers), StarCraft Movies, many RPG/RP maps, Run Zergling Run, and any map that uses explosions/a location that follows a unit.

Good Luck!

_____________________
Maps Made:
Trust bound
Skittles Bound
Yoshi Egg Bound
Top Bound�
Preferred Bounds
Maps in Progress:
True Scope Sniping
Bound Cannon Defense
Chain Reaction Bound
Ravamped DodgeBall [1.0]

And yes, I'm a Bounder... 8/10.
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