| 02-12-2003, 08:43 PM | #1 |
Ok I know that the wait trigger doesn't work on battlenet. Which is freaking retarted by the way. Anyways I know how to make a trigger with variables that would make a specifc 2 players wait. The delema I am having now is I need a wait for all players. Could someone please reply the way the trigger would be set up. In this format plz: Event: Condition: Actoin: I would appriciate it :D |
| 02-12-2003, 08:46 PM | #2 |
create a varible that gets updated occasionly that has the number of players in the game at the time. then use for each integer 1 to NumPlayers do (wait X.XX) i also belive you can use a player group and Pick every player in player group (UserDefinedGroup) and do (wait X.XX) i use the for each integer one my self just remember this wait will work, but only 1 wait per trigger, so for cinimas you need to break it up into seperate triggers. If you ever seen my intro to HeroQuest Episode 1, its about 28 triggers in total, after the wait, it tells it to run the next one in sequence |
| 02-14-2003, 02:06 AM | #3 |
Man what a pain in the ***. You should be able to make it all one trigger and the STUPID waits should work :( Thanks though |
| 02-14-2003, 02:54 AM | #4 |
I would just like make a comment to anyone who is running into the wait bug. Durring a multiplayer game if the "Waiting for Player" message box appears durring the time and wait command is being executed, the wait will not pause and wait for the game to resume, but a Timer will. Even if a player doesn't seem to be lagging, but is running a slower computer (just has the minimum requirments) or if they are just using a 56k, a 4 second wait can actually become 6 seconds. And if you don't want to create all those timer varriables you can actually just create 1 (unless it is possible for 2, or more, to be running at same time) and logicaly turning on the trigger(s) that is waiting for the timer to end, and turning off all the others. (I made a complete RPG that way only using 5 timers) |
| 02-14-2003, 05:00 AM | #5 |
name: cinematic0 event: whatever that applies condition: whatever that applies action: ---whatever cinematic stuff here--- start timer cine1 name: cinematic1 event: cine1 expires condition: nothing action: ---rest of the cinematic--- etc.. u get the idea. |
| 02-14-2003, 03:35 PM | #6 |
Ok yea I sorta get the idea... So your saying set up a timer at the end of it all>? How will this add waits? That looks like a transition from trigger to trigger... |
| 02-14-2003, 03:40 PM | #7 |
Guest | The wait trigger-to-trigger method is still the best way to do it. The for each integer from 1 to PLAYERS do wait X.XX seconds is not accurate nor is it predictable. Do not use it if you require accurate timings. |
| 02-14-2003, 04:20 PM | #8 |
Only timers are completely accurate. Wait is suceptible to lag, desynchs, etc. Timers are not. In addition, timers take Game Speed into account. I'm not sure about this, but a Wait action might keep going even if the players Pause the game. Timers will not. Probably the best way to use timers is to keep two variables, the timer, and what action to do when the timer runs out. Have a trigger that detects when the timer goes off, and calls various other triggers depending on what the timer action is. The problem is that Wait actions are done in real-time, while Timers are in game time. If your game is laggy and is running at 75% speed, your Wait actions will still run at full speed, and events will get desynched from the in game graphics. Moreover, if for some reason the player changes the speed setting (Normal or Slow instead of the usual Fast) all your wait triggers will happen much too fast. In contrast, countdown timers are always precisely lined up with in-game events. The wait action was designed to synch events with Sounds, since sounds always play in real-time. Unfortunately, since there's already a "wait for sound to finish playing", the standard Wait is essentially useless for War3 triggering. Probably the only real use of Wait for multiplayer maps is to implement a "0 second delay"... for example, if you make a trigger like this: Events - Hero picks up item Actions - Drop item being manipulated It won't work unless you add "Wait 0.00 Seconds" before the "drop item being manipulated", because the event actually fires before the game moves the item into the hero's inventory. The wait 0.00 seconds causes the game to wait until all other calculations for that frame have been finished, then it goes back and finishes running the trigger. That way the item will drop properly. |
| 02-14-2003, 05:28 PM | #9 |
Dakan I played your heroquest part 1 map. That map is the shit. I got about half way in after playing 3 hours. I got to level like 60 sum. Good job :D |
| 02-14-2003, 08:07 PM | #10 |
please test the progrm in my sig for this and post your results |
| 02-16-2003, 12:09 PM | #11 |
I tried your program and it said it worked... Well I wouldn't know if it works or not... Seeing as how when I tried to open my map it wont do it. I tried on lan and it just goes back to start screen. I tried it on bnet and it said "Game not found." Yea so you may want to work on that :p |
