Countdown Timer
Aug 17 2008, 7:05 am
By: Pigy_G  

Aug 17 2008, 7:05 am Pigy_G Post #1



I doub't there is but I wanted to make sure, Is there any way to make the countdown timer appear different for different people? I.e Player 1 sees 30 seconds on the clock and player two see's 50?

Thanks.



None.

Aug 17 2008, 7:11 am Echo Post #2



You can individually set timers for players. If you do it for combined, it will be the same.
Yes, in a specfic term, one player can see 10 while the other sees 50.

Crap I was wrong. When i was testing it I forgot 1 player wasn't there.

Post has been edited 1 time(s), last time on Aug 17 2008, 9:40 pm by EcHo.



None.

Aug 17 2008, 7:13 am Pigy_G Post #3



Thanks I'll check it out.



None.

Aug 17 2008, 8:55 am NudeRaider Post #4

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

Quote from Pigy_G
I doub't there is but I wanted to make sure, Is there any way to make the countdown timer appear different for different people? I.e Player 1 sees 30 seconds on the clock and player two see's 50?

Thanks.
Well there IS a NO way. But it involves making triggers for each possible second. You probably dont want that.

But as an alternative you could use the leaderboard. (my personal favorite)
Or use the display action if the other players must not see the other timers.
You could also place burning terran buildings as a timer. You could even reveal those buildings from sight if necessary.

Post has been edited 1 time(s), last time on Aug 17 2008, 11:49 am by NudeRaider.




Aug 17 2008, 9:11 am Ahli Post #5

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

omg, I never thougth about that. thanks echo I'm so stupid :D
that won't work because all players always see the last setting of the countdown timer (they see the value between the trigger cycles).

so this is impossible with the countdown timer.

Post has been edited 2 time(s), last time on Aug 17 2008, 10:55 am by Ahli.




Aug 17 2008, 2:17 pm Falkoner Post #6



Quote
But it involves making triggers for each possible second. You probably dont want that.

I still don't see how you could do that, even with triggers for each possible second.

The countdown timer is a global thing, everyone sees the same thing.



None.

Aug 17 2008, 3:14 pm NudeRaider Post #7

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

Uhm Falk, guess why I edited my post and striked it out...
Well I think next time I'll completely delete it so there's no questions.




Aug 17 2008, 8:39 pm Pigy_G Post #8



I don't need the timer to go down at all, Just stay in the same spot but different...



None.

Aug 17 2008, 8:40 pm Pigy_G Post #9



And no leaderboard or fire or any other way wouldn't work, It needs to be the timer :(. Even with EUD's there is no way?



None.

Aug 17 2008, 8:46 pm Ahli Post #10

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

display a text message every 10 or 30 seconds




Aug 17 2008, 9:33 pm Falkoner Post #11



Yeah, making it go down isn't the problem, it's just a global thing, no matter what you do, even if we have EUD actions, I don't think it would be possible, it's pretty hard coded.



None.

Aug 17 2008, 9:36 pm NudeRaider Post #12

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

Timer is global there's nothing you can do about it.

We told you the alternatives. There's another obvious one however: Resources
Another idea would be number on the minimap that is generated by units or buildings. Give every player vision to another part of the minimap and you can display different numbers for them.




Aug 19 2008, 1:38 am Pigy_G Post #13



K thanks anywase guys.



None.

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