Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: CountUP timer
CountUP timer
Jun 17 2008, 4:22 am
By: Jack  

Jun 17 2008, 4:22 am Jack Post #1

>be faceless void >mfw I have no face

I don't know if anyones done this sort of thing before, but its quite simple:

Code
Trigger1
Current Player
Always
Display leaderboard for most custom.Display text:Time survived


Code
Trigger 2
Current Player
Player 9(or any) brings one Marine(or any) to randomlocation
Add 1 to custom.
Remove 1 Marine at randomlocation
wait 1 second
Create 1 marine at randomlocation


I haven't actually tested it, whichj is why its in theory.Blasted trigger thing won't work...



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jun 17 2008, 4:26 am Falkoner Post #2



Funny, I thought of the exact same thing today, except instead I decided that it would use the actual countdown timer, simply pause the timer, then using death counts, add 1 second every 8 deaths.(with hypers)

Post has been edited 1 time(s), last time on Jun 17 2008, 4:50 am by Falkoner.



None.

Jun 17 2008, 4:48 am O)FaRTy1billion[MM] Post #3

👻 👾 👽 💪

I've seen this in a puzzle map by, I think, urmom.



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Jun 17 2008, 7:09 am Jack Post #4

>be faceless void >mfw I have no face

I tihnk i might have had a better version in my head the other day but i cant remember it now. :-(



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jun 17 2008, 11:40 am Clokr_ Post #5



Quote from Falkoner
Funny, I thought of the exact same thing today, except instead I decided that it would use the actual countdown timer, simply pause the timer, then using death counts, add 1 second every 8 deaths.(with hypers)

Heh I also used to do that a lot of time ago, but using the old Wait 1000 ms method instead :P



?????

Jun 17 2008, 12:23 pm Brontobyte Post #6



Quote from Falkoner
Funny, I thought of the exact same thing today, except instead I decided that it would use the actual countdown timer, simply pause the timer, then using death counts, add 1 second every 8 deaths.(with hypers)

TRANSLATION:

Trigger("Player 1"){
Conditions:
Always();

Actions:
Pause Timer();
Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Deaths("Player 1", "Cantina", Exactly, 8);

Actions:
Set Countdown Timer(Add, 1);
Set Deaths("Player 1", "Cantina", Set To, 0);
Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Always();

Actions:
Set Deaths("Player 1", "Cantina", Add, 1);
Preserve Trigger();
}

//-----------------------------------------------------------------//

(Don't forget to use these triggers in conjunction with Hyper Triggers)

Quote from Clokr_
Quote from Falkoner
Funny, I thought of the exact same thing today, except instead I decided that it would use the actual countdown timer, simply pause the timer, then using death counts, add 1 second every 8 deaths.(with hypers)

Heh I also used to do that a lot of time ago, but using the old Wait 1000 ms method instead :P

So old school. I remember seeing maps, that were created along time ago, with the 1000 ms to 100 ms and even 1 ms hyper triggers. :D Makes us all stop and thing of how much we have grown.

Post has been edited 1 time(s), last time on Jun 29 2008, 2:25 am by Brontobyte. Reason: Forgot something. :D



None.

Jun 17 2008, 3:29 pm Falkoner Post #7



Quote
Heh I also used to do that a lot of time ago, but using the old Wait 1000 ms method instead :P

Yeah, I thought about that at first, and then I realized that since waits run separate from the game speed, the timer would always run the same speed, no matter what gamespeed, which I guess is what you might want in some cases, not in mine though, so death counts worked the best since their speed increases and decreases with the game speed.



None.

Jun 17 2008, 7:09 pm Atlos Post #8



Quote from O)FaRTy1billion[MM]
I've seen this in a puzzle map by, I think, urmom.
I know I used it in my Minesweeper map, not sure about my puzzle one though. Sad that I can't even remember my own maps... :P

Anyways, I've never seen this done through the leaderboard.



None.

Jun 20 2008, 6:55 pm O)FaRTy1billion[MM] Post #9

👻 👾 👽 💪

I'm not even sure if it was made by you, I'd have to remember the map name and look. Your name just stands out brightly in my memory.

Edit: Found it. I guess it doesn't have one. I remember something like it having a timer...



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EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
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Jun 22 2008, 3:37 pm payne Post #10

:payne:

Quote from O)FaRTy1billion[MM]
I've seen this in a puzzle map by, I think, urmom.
What's that famous map? I want it! :O



None.

Jun 26 2008, 7:23 am pneumatic Post #11



The leaderboard in both SP and MP updates every second (every 12 trigger cycles for fastest, every 3 for slowest), so you wouldn't be able to do anything faster than that. You could go slower, though it would probably have to be in multiples of 1 second, because the leaderboard refreshes all at once once per second, and not as the scores change.

It's also impossible to refresh the leaderboard by redisplaying it every trigger cycle. It will only refresh at the same once per second. It must be tied to whatever's driving the "elapsed game seconds" timer and the waits.

I'm assuming that a millisecond timer is begun with every game, and waits/elapsed time are calculated against that timer. Or maybe it works off the system time? Anyone know?



None.

Jun 26 2008, 9:30 pm O)FaRTy1billion[MM] Post #12

👻 👾 👽 💪

Quote from payne
Quote from O)FaRTy1billion[MM]
I've seen this in a puzzle map by, I think, urmom.
What's that famous map? I want it! :O
The one by urmom or Puzzling?



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jun 26 2008, 9:47 pm MadZombie Post #13



Quote from O)FaRTy1billion[MM]
Quote from payne
Quote from O)FaRTy1billion[MM]
I've seen this in a puzzle map by, I think, urmom.
What's that famous map? I want it! :O
The one by urmom or Puzzling?
im pretty sure from rming puzzling so much and losing that i can remember clearly that id did not have any countdown or up. im not even sure if it had a leader board.



None.

Jun 27 2008, 1:55 am Esponeo Post #14



This idea has been done and implemented. I created a clock system in which the countdown timer acted as a clock, counting up through the minutes.



None.

Jun 28 2008, 11:03 pm Atlos Post #15



Was that the one where if you stepped onto a beacon is would say the time in some creepy voice?



None.

Jun 29 2008, 6:56 am Strilanc Post #16



A better way is to just have 20 triggers all with "wait 100 ms" and "preserve trigger". That way you get fast triggers at a predictable rate (10 per second).



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[07:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
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