Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Countdown Timers
Countdown Timers
Apr 6 2017, 2:28 am
By: LoveLess  

Apr 6 2017, 2:28 am LoveLess Post #1

Let me show you how to hump without making love.

game start
Players

  • Player 8
  • Conditions

  • always
  • Actions

  • Set Countdown Timer(set to, 120);


  • countdown end
    Players

  • Player 8
  • Conditions

  • Countdown Timer(Exactly, 0);
  • Actions

  • Create Unit("Player 8", "Terran Marine", 1, "Location fuckyou");


  • Now this should result in Player 8 getting a Marine when the countdown timer hits 0, correct?

    It seems that instead, the unit is spawning when the timer hits 33 seconds remaining. Anyone have an answer as to why this is happening?



    None.

    Apr 6 2017, 2:41 am Zoan Post #2

    Math + Physics + StarCraft = Zoan

    I just ran these same triggers on 1.16 and the problem you are experiencing did NOT occur (i.e. the marine was created when the countdown hit 0, as expected).

    Maybe there is a bug in that for computer players countdown timers run faster?

    I would try increasing from 120 seconds to 240 seconds or something and see what happens.

    Edit: I would also try switching the owner of the triggers from player 8 to player 1, see if that changes anything.



    \:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

    Apr 6 2017, 2:51 am NudeRaider Post #3

    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

    My best guess is that your create marine trigger fires right at map start and never again because it's not preserved.
    When the countdown times has never been set it's also "Exactly 0"
    So when at 33 the marine is spawned, some other trigger probably does it, or the original trigger has been delayed by waits/wait blocks.




    Apr 6 2017, 3:39 pm Matt.- Post #4

    CCSM, PCNSE7

    Elapsed scenario time condition may help with this.

    Elapsed time at least 5 seconds on the 'countdown end' trigger.



    Latest Completed Projects:
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    Apr 6 2017, 5:17 pm Zoan Post #5

    Math + Physics + StarCraft = Zoan

    @Nude and Matt: Did LoveLess say the marine is spawning at the start of the game, or only when the countdown timer hits 33 seconds?



    \:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

    Apr 6 2017, 7:11 pm Matt.- Post #6

    CCSM, PCNSE7

    Quote from Zoan
    @Nude and Matt: Did LoveLess say the marine is spawning at the start of the game, or only when the countdown timer hits 33 seconds?

    Point taken. This was simply a preventative measure to rule out the trigger already being executed at the start of the map, considering there may also be other triggers that create a marine, wait blocks, and also since this trigger is not preserved. It's certainly worth a shot as it would rule out the trigger already being ran. Otherwise, we can pretty safely assume its a version issue as you replicated the issue on non-ptr. (I'm of course assuming this is on PTR since I saw him testing a map on PTR yesterday)



    Latest Completed Projects:
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    Stacked Marine D

    Apr 6 2017, 7:25 pm Zoan Post #7

    Math + Physics + StarCraft = Zoan

    Actually, I've just thought of a way to test this some more.

    My thought process is that this could be an issue of the countdown timer displaying incorrect times for the players. In other words, the time that is displaying could be going slower than the time that it actually represents.

    To see if this is the case, try doing the following:

    Set a DC timer to 120 seconds (i.e. have a deathcounter get set to 120*12 = 1440, and have another trigger decrease 1 from that deathcounter every trigger cycle).

    Then have another trigger lower on the list like the following:

    Triggername
    Players

  • Player 1
  • Conditions

  • Current Player suffers Exactly 0 Deaths of -deathcounter unit-
  • Actions

  • Display Text("120 SECONDS HAVE PASSED")




  • \:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

    Apr 6 2017, 9:28 pm LoveLess Post #8

    Let me show you how to hump without making love.

    In the end, I just remade the thing. Still unsure what caused the bug, but it seems that countdown timers are working now.



    None.

    Apr 7 2017, 12:24 am Lanthanide Post #9



    With extensive use of timers in Desert Strike Night, I never encountered any problems with them not working as expected.

    It seems pretty unbelievable to me that anyone could find a case now where timers ran too slowly for a certain player, or didn't work properly with relation to other triggers, without there being some very specific corner-case logic being involved.



    None.

    Apr 7 2017, 1:09 am Zoan Post #10

    Math + Physics + StarCraft = Zoan

    idk, I think maybe something could have been bugged with the new update. Can someone else reproduce the bug that LoveLess got?

    Edit: I would but I don't have a computer that can run the new update, cuz the computer I do have was made in 2001 lol



    \:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

    Apr 7 2017, 2:33 am LoveLess Post #11

    Let me show you how to hump without making love.

    Quote from Lanthanide
    With extensive use of timers in Desert Strike Night, I never encountered any problems with them not working as expected.

    It seems pretty unbelievable to me that anyone could find a case now where timers ran too slowly for a certain player, or didn't work properly with relation to other triggers, without there being some very specific corner-case logic being involved.
    Which is what made it weird. I had two triggers using a countdown, one to start it and one to start when it ended.



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