Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Wait/ElapsedTime/ adn timer dont sync?
Wait/ElapsedTime/ adn timer dont sync?
Jun 27 2010, 4:57 am
By: cstorm15  

Jun 27 2010, 4:57 am cstorm15 Post #1



i'm working on a map and am having trouble synching the wait action with a timer, i have been sitting on the comp for awhile and cant get the timer to end at the same time as the wait action. is there a formula or fix for this?



None.

Jun 27 2010, 4:59 am samsizzle Post #2



I believe the wait action and the elapsed timer are definitely not the same. Why not use death counters? And why do you need to sync them exactly?



None.

Jun 27 2010, 5:16 am cstorm15 Post #3



basically i want something to happen when the timer ends but im having trouble making the action i want to happen occur whent he timer ends, its either too late or too early...



None.

Jun 27 2010, 6:09 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

2 things:
Starcraft runs at 16 frames per game second.
Waits run using real time.

That means all the internal clocks (elapsed time, coundown) run off of game time, whereas waits run off of real time. There's a countdown condition which you can use. If for some ungodly reason you don't want to use it, you can simply create a death count timer, using the formula 8 DCs/game second on hyper triggers.

If you still don't get it, someone will write you the scmdraft triggers. If you don't know about scmdraft's text triggers, please search around in the mapmaking tools forum for a copy of SCMDraft and remember to click the checkbox to update triggers.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jun 28 2010, 6:09 am stickynote Post #5



Isn't it 12 DC's/game second on fastest?



None.

Jun 28 2010, 6:11 am tentons01 Post #6



Yeah its 12 on fastest



None.

Jun 28 2010, 7:36 am Lanthanide Post #7



No, rockz is correct.

It is 8 per game second, which is what rockz said. It is 12 (11.9) per real time second.



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