Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Clock triggers failing
[SOLVED] Clock triggers failing
May 10 2019, 9:30 pm
By: rnDPrc  

May 10 2019, 9:30 pm rnDPrc Post #1



Hello gentlemen,

I'm trying to make a clock and have the resources of "Player 1" replenish every 1 minute. However, when one minute elapse, nothing happens.

The reason I want a clock is so I can give the player some customization choices before the map actually starts, so elapsed time would be bad. Countdown is also bad here since I want some of the stuff that happens look random but still be on a timer.

Anyways, I set up the clock so that every 119 ticks it adds 1 to a counter, and when that counter reaches 6 it goes back to 0.

There's a secondary counter for the 1s digit, but the main counter is only affected by the 10s one, for precision reasons.

Here's the triggers:
https://pastebin.com/bjWdaqRE

Cantina is incremented every trigger cycle
Cave is minutes (irrelevant in this problem)
Cave-In is 10s digit, and it's the only one that modifies Cantina
Jump Gate is 1s (irrelevant in this problem)

Can anyone help / point me in the right direction?

Thanks a lot for reading :)

Attachments:
test_tow_clock.scx
Hits: 2 Size: 51.94kb

Post has been edited 2 time(s), last time on May 11 2019, 6:27 am by rnDPrc. Reason: solved



None.

May 11 2019, 6:27 am rnDPrc Post #2



So, after testing for a while, I realized my scmdraft was doing some weird things (like always giving me units when I used "Current Player", no matter who the trigger was for), so I restarted the computer and now it's all good :)



None.

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[02:58 pm]
Pr0nogo -- Suicidal Insanity
Suicidal Insanity shouted: Moose Naw - if that is an option, it should be a global option
agreed
[02:58 pm]
Pr0nogo -- no problem
[11:47 am]
rnDPrc -- Pr0nogo
Pr0nogo shouted: though idk if you can extract them from scr anymore since casc took effect, so you can download them here
Thank you :)
[11:28 am]
Suicidal Insanity -- Pr0nogo
Pr0nogo shouted: though idk if you can extract them from scr anymore since casc took effect, so you can download them here
SC:R still ships with all the old MPQs
[11:26 am]
Suicidal Insanity -- Otherwise it clutters up the UI and you have inconsistent names from location to location
[11:26 am]
Suicidal Insanity -- Moose
Moose shouted: Basically, anywhere that supports custom unit names should have an option to use the originals imo
Naw - if that is an option, it should be a global option
[11:10 am]
Pr0nogo -- though idk if you can extract them from scr anymore since casc took effect, so you can download them here
[11:08 am]
Pr0nogo -- rnDPrc
rnDPrc shouted: Where can I learn more about the default AI Scripts behavior? I'm having some problems here
extract the scripts using pympq and open them in pyai (using the python modding suite) and use nekron's guide as a reference
[10:57 am]
NudeRaider -- http://www.staredit.net/372001/ thou shalt not judge
[10:18 am]
rnDPrc -- I mean the Run AI Script trigger choices
Please log in to shout.


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