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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