Timer Problems
Aug 15 2008, 5:11 pm
By: Cheathunta  

Aug 15 2008, 5:11 pm Cheathunta Post #1



I set a countdown Timer to 1800 seconds. Then i made some triggers for the timer -

Player "X"

Conditions: Countdown timer reaches exactly 1500 seconds

Create 25 SCVS at "SCvS" for Current player

============================

However, once the time comes, it never fires! Should i switch the trigger to Elapsed Time?



None.

Aug 15 2008, 5:25 pm LegacyWeapon Post #2



If you only want it to happen once, use "at most" instead of exactly. Or use elapsed time.



None.

Aug 15 2008, 6:26 pm Bolshevik Post #3



Or
Conditions:
Atleast 1495 Seconds
Atmost 1500 Seconds
---------
This gives the trigger a 5 second grace period to fire off
Downfall, it could be up to a 5 second delay which nobody wants to risk



None.

Aug 15 2008, 7:19 pm 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

pls delete / report this post.

BBcode again failed me, reposting helped. See below.




Aug 15 2008, 7:20 pm NudeRaider Post #5

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 Bolshevik
Or
Conditions:
Atleast 1495 Seconds
Atmost 1500 Seconds
---------
This gives the trigger a 5 second grace period to fire off
Downfall, it could be up to a 5 second delay which nobody wants to risk
This isn't enough. If it should only run once you dont need the "Atleast 1495 Seconds", if it should run once each time the timer reaches 1500 it would run multiple times.
For 1 time execution do what LW said, if it may run more than once, add an action to Bol's trigger that sets a switch and a condition that checks for a cleared switch.
Then use an extra trigger that clears the switch for at most 1490 seconds.




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[12:19 pm]
Moose -- eternal beta version is a vintage mapping and software meme
[2023-9-29. : 12:51 am]
Ultraviolet -- RIVE
RIVE shouted: Beta 4 lyfe, ya kno
feels like a lower commitment. like if someone bitches about something, I can say it's in beta phase whatchu expect? :P
[2023-9-28. : 6:46 am]
RIVE -- Beta 4 lyfe, ya kno
[2023-9-28. : 5:26 am]
NudeRaider -- Ultraviolet
Ultraviolet shouted: NudeRaider I suppose that's one justification for pushing it to 1.00. I'm still messing with some novel concepts, I completely revamped the Shadowcraft hero in v0.18 and there's some kinks to work out with some of the other changes I made, but I suppose that doesn't mean I can't call the currently version 1.XX
indeed
[2023-9-28. : 1:13 am]
Ultraviolet -- NudeRaider
NudeRaider shouted: Ultraviolet prediction: It will. ;)
:massimo:
[2023-9-28. : 1:13 am]
Ultraviolet -- NudeRaider
NudeRaider shouted: Ultraviolet Oh, then your versioning is maybe a bit misleading. I didn't have much trust in a v0.2
I suppose that's one justification for pushing it to 1.00. I'm still messing with some novel concepts, I completely revamped the Shadowcraft hero in v0.18 and there's some kinks to work out with some of the other changes I made, but I suppose that doesn't mean I can't call the currently version 1.XX
[2023-9-28. : 1:12 am]
Ultraviolet -- NudeRaider
NudeRaider shouted: Ultraviolet :lol: did you really just commit another shout just to add a bracket? :D
Damn straight! :P
[2023-9-27. : 7:22 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: Imp UV3 is actually in the works with some major changes, but it's been slow going. I'd like to have a version of Imp UV for every tileset at one point.. hopefully it doesn't take until 2030 :P
prediction: It will. ;)
[2023-9-27. : 7:21 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: NudeRaider Oh definitely fully playable. I used the first map as the shell, so it was basically complete from the first release. I've made some tweaks and improvements here and there based on nuances between the maps, like UV2 has more air units so certain ground-focused heroes like Psycho and Shadowcraft have needed some buffing. Other improvements have been little bug fixes or ways of stopping cheese strategies (like the bosses now spawn in a random location instead of at their lair so players can't just camp them with nukes. UV2 is definitely harder despite only being 4 levels + boss fight instead of 5. I'd say it's definitely worth a go, there's some unique mechanics that make each of the levels have kind of their own interesting spin
Oh, then your versioning is maybe a bit misleading. I didn't have much trust in a v0.2
[2023-9-27. : 7:21 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: nukes).* lol
:lol: did you really just commit another shout just to add a bracket? :D
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