Alright, how do you make it so right when the game begins, the countdown timer is up?
I mean like. . .
I know how to do it but for example. . .
Trigger:
Players:
Player 1
Condition:
Always
Action:
Modify Countdown Timer: add 1600 seconds.
I have that trigger at the moment, BUT what if no one was player 1?
When you begin the game, the trigger will not work!
I tried checking everyone so anyone that joins and be the player that was checked, the trigger would work BUT!
The countdown timer added all up so players 8 x 1600 = 12800 ?!
That is wayyy to long, I want to make it stay 1600 without just checking player 1
Is this possible?
I know its confusing for me to explain but I will clarify details when replied!
Thanks for reading,
____________________________________________________________________________________________
Oh forgot to add this,
another thing is that when I have this
Trigger:
Players:
All Players
Condition:
Countdown Timer is exactly 1570 seconds.
Action:
Remove all units for Neutral at 'RD'
The above trigger does not work when I trigger it that way, nothing gets removed at location 'RD' when 30 seconds from the countdown timer is up?!
Post has been edited 1 time(s), last time on Aug 15 2009, 7:45 am by strupan.
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
use "Set to" and select all players
Oh shit lol
oh yeah, thanks man that was really simple, didn't think of that for a second!
Anyways I got another question similar in the first post edited
None.
If you are not using Hyper Triggers, Starcraft might not check the triggers quickly enough for it to recognize the "Exactly 1570" condition. Either use Hyper Triggers, or give it a range (like "at most 1570" AND "at least 1568") and that should fix it.
None.
To explain a bit more about what Vraels said, SC checks all triggers in the order they are placed almost instantly from P1 to P8 every ~2 seconds. So if you put a condition of a timer, the triggers may not get checked at the time when the condition holds true.
None.
mm interestin. . .
how do i enable hyper trigs?
im using scmdraft
None.
>be faceless void >mfw I have no face
http://www.staredit.net/wiki/Hyper_Triggers
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
FYI, in terms of game time, it IS instantly. In real time, it will pause slightly until all the triggers are completed. Slow computers will increase this pause. Most of the time it's negligible.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
does anyone know quickly the game timer counts down on fastest? a friend of mine needed hyper triggers in his map, but had already based it all around the game timer. I added in death counts to the conditions of his triggers, but the game timer is going faster than 1 tic per second. He would like to keep the game timer in, but I don't know how seconds the game timer will actually count down over the course of 10 real seconds ( im using 120 death counts for the 10 seconds, but it won't mesh up with the game timer ).
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
On fastest in 10 real time seconds 15 game seconds pass (=15 countdown timer seconds).
That is 7.5 trigger loops (without hypers) or 120 trigger loops (with hypers).
Countdown timer runs at 16 frames per (game) second.
Fastest runs at 24 frames per real second.
Normal runs at 15 frames per real second.
Fast runs at 18 frames per real second.
You can't actually ever get the countdown timer to be exactly 1 real second.
Nude's exactly right, though, in case you didn't want to do the math.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"