Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: game time to real time ratio
game time to real time ratio
Feb 27 2009, 9:17 pm
By: darksnow
Pages: 1 2 3 >
 

Feb 27 2009, 9:17 pm darksnow Post #1



the shoutbox didn't work, so im making a post here.
what is the ratio between game time at the fastest speed to milliseconds?

my triggers and the countdown timer aren't matching properly.

thanks in advance!



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Feb 27 2009, 10:10 pm rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Fastest= 24 frames/s
Normal= 15 frames/s (or is it 16? I know hypers run 8 per game second, but it's probably 15 + 3 frames per game speed)
Hyper triggers run every other frame
Waits are rounded to the nearest frame
Countdown Timer counts in game seconds

Presumably you will be running in fastest speed, so the countdown timer is much faster than realtime. It should be a ratio of 24/15=game seconds/real seconds



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

Feb 27 2009, 10:18 pm Falkoner Post #3



In other words, on Fastest, it's 1.6 seconds to be one real-time second, also you might want to note that Waits are the same speed, no matter what speed you are playing at, they run at real-time.



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Feb 27 2009, 10:26 pm darksnow Post #4



thanks! i fixed the trigger.

for hyper triggers, if you use them, you cant have any other wait triggers, so if i use hyper triggers, and use the wait 100000 millisecond action, the 100000 milliseconds would last even longer/never end?



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Feb 27 2009, 10:26 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

Wow rockz, confusing answer...

You can easily measure the difference when you make a map with hyper triggers that always adds 1 to your minerals and you get victory after a wait of say 10,000ms.
Then all you need to know is that triggers are checked 8 times per game second (exactly and independent of game speed).

The result will be that you get about 120 minerals. Divide that by 8 runs per second and by 10 seconds (120 / 8*10) which is ~1,5 which is by how much the game runs faster.
You can use that testmap to measure every speed if you like.

That's the reason why it's always recommended to use Death Count Timers when you need to synch your timers with the game.
Waits are more of a easy to go but glitchy way of timing (well you can use them without glitches if you know how to, but it's pretty complex).




Feb 27 2009, 10:29 pm Falkoner Post #6



If you place the hyper triggers underneath the Waits in the trigger list, they will temporarily turn off while the wait runs, however, you can have just plain waits cause wait blocks with eachother too, so you might just want to use Death Counts instead.



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Feb 27 2009, 10:50 pm darksnow Post #7



ahh i see.
making a map is hugely complicated xD
it started out with a 2v6 with some hero units, now im learning about wait blocks and hyper triggers xD

do hyper triggers only work if you use 62 wait 0 milliseconds?



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Feb 28 2009, 12:39 am NudeRaider Post #8

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

There's 2 values you can vary in hyper triggers:
- Amount of waits (standard 3x62)
- Time to wait (standard 0ms)

Amount of waits just determines how long until the NEO or in other words how long until all wait nestings have been processed. This results in one normal trigger check duration (2 seconds) until the hyper effect restarts.
3x62 is enough for about 4 hours (very roughly) of hyper effect without hitting the NEO. Do more waits if you think your map will be played for more than 4 hours.

Time of the waits affects how strong the hyper effect is. You can input 100ms for example to double the duration until the next trigger loop. Keep in mind all waits are rounded to the next 42ms step, so wait(0) will be read as wait(42) and wait(100) as wait(84).

Well technically you could also alter the owner or relative position to other triggers, but for beginners it's better to stick to the rule "Give them to a single computer player that has no other waits."




Feb 28 2009, 1:00 am darksnow Post #9



so if i give hyper triggers to a cpu, and he only has the terran expansion custom ai script. would the hyper trigger affect my human units? they have wait actions o.o



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Feb 28 2009, 1:11 am NudeRaider Post #10

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

The hyper effect (speed up of trigger checking) is noticable for every player, as it simply increases the trigger checking speed, which is global.

The problem with waits blocking each other out is only local (for each player individually). When a player runs into a wait block (executes 2 waits the same time) his triggers are still all checked with hyper speed but the 2 triggers containing the wait just stop running.

So to answer your question: Give the hyper triggers to a cpu and your players benefit from hyper speed, but are free to use waits (still only one at a time!).




Feb 28 2009, 1:21 am darksnow Post #11



well this is my map with hyper triggers added.
would it work?

this is only my first attempt so forgive it if it phails like crazy

Post has been edited 1 time(s), last time on Mar 4 2009, 1:10 am by darksnow.



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Feb 28 2009, 4:23 am rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

Are we positive it's 8 times per game second, or is it 7.5?



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

Feb 28 2009, 4:23 am Falkoner Post #13



Yes, that's exactly how you use Hyper Triggers, if you place them under one player, they increase the trigger rate for everyone. Each player gets their own set of Wait time, so they don't block each other, but if the same player runs two waits, or more, at once, those waits block each other.



None.

Feb 28 2009, 5:34 am darksnow Post #14



yay, i learned something new today xD
thanks to everyone who replied and helped me out!



None.

Feb 28 2009, 5:37 am NudeRaider Post #15

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 name:Zachary Taylor
Are we positive it's 8 times per game second, or is it 7.5?
We are.
That's the reason why I always say "Triggers fire 8 times per game second" instead of "... about 12 times per second" because the 8 is synched to the game so there is no deviation.
But about the exact real time that passes between hyper trigger loops there's confusion. Some say 12 times per second, others 11.8, the next says 12.3... ah well... All we know for sure that it's "around 83ms".




Feb 28 2009, 6:38 am darksnow Post #16



hey i have a slight problem. going at the 24/15 rate, 2 and half minutes game time become 93750 millseconds. however, before the timer goes out, wihle its still at about 5 seconds or so, the trigger fires.
its not that big of a inconvenience, but i wish my map to be as perfect as i can get it to.



None.

Feb 28 2009, 6:42 am Lt.Church Post #17



you could always lower your timer by 5 seconds to 2 minutes 25 seconds :lol:



None.

Feb 28 2009, 7:12 am A_of-s_t Post #18

aka idmontie

Quote from darksnow
hey i have a slight problem. going at the 24/15 rate, 2 and half minutes game time become 93750 millseconds. however, before the timer goes out, wihle its still at about 5 seconds or so, the trigger fires.
its not that big of a inconvenience, but i wish my map to be as perfect as i can get it to.
If your using a countdown timer, why not just use a condition that if the countdown timer is at least 0 seconds, run these actions?



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Feb 28 2009, 3:04 pm NudeRaider Post #19

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

Yeah, your timing method is inheritently flawed. I already explained that. Either time it with death counts (in general) or in your case, if you want it synched to the countdown timer, use the countdown timer condition.

Also, if you insist on waits then you can still make the testmap I explained and measure it exactly. As convenient as rockz's math was I don't think it is exactly 1.6, more like 1.51 - 1.55. Your numbers also seem to indicate that.




Feb 28 2009, 5:44 pm darksnow Post #20



hmm, i think ill go with the countdown action xD



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