Staredit Network

Staredit Network -> UMS Assistance -> How Do You Make A Clock?
Report, edit, etc...Posted by Teknical4 on 2005-02-14 at 16:25:38
I Been wondering how you make a clock like clock bound 2004. please reply soon as possible.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-14 at 16:28:58
QUOTE(Teknical4 @ Feb 14 2005, 04:25 PM)
I Been wondering how you make a clock like clock bound 2004. please reply soon as possible.
[right][snapback]145232[/snapback][/right]

What do you mean a clock? Could you explain for those of us who haven't played Clock Bound 2004?
Report, edit, etc...Posted by KaboomHahahein on 2005-02-14 at 16:52:22
Do you mean the trigger "Set Countdown Timer" The timer at the top center of your screen?
Report, edit, etc...Posted by Tarh on 2005-02-14 at 17:01:19
In clock bound, the system is very poor. The clock (for those of you that don't know, it is units that form numbers on the minimap in a digital clock style) is controlled by a unit. You should make it controlled by triggers.

I don't make maps very much, but I would reccomend using a death counter for this. Have the death counter add one death each hyper trigger cycle, and though trial and error set a new trigger to fire when the deaths reach a certain amount that equals one second. When this happens, upgrade the seconds death counter. Have a trigger that checks the seconds (both digits individually) and draws the units accordingly. Also add triggers that add a death counter to the next highest interval when the digit in question maxes out (will be 9 or 6). The amount of time max that you put in is up to you.

Edit: Sorry, I didn't see that you wanted it to count down tongue.gif Just reverse what I said for that happy.gif
Report, edit, etc...Posted by Teknical4 on 2005-02-14 at 17:06:20
QUOTE(Tarh @ Feb 14 2005, 04:01 PM)
In clock bound, the system is very poor.  The clock (for those of you that don't know, it is units that form numbers on the minimap in a digital clock style) is controlled by a unit.  You should make it controlled by triggers.

I don't make maps very much, but I would reccomend using a death counter for this.  Have the death counter add one death each hyper trigger cycle, and though trial and error set a new trigger to fire when the deaths reach a certain amount that equals one second.  When this happens, upgrade the seconds death counter.  Have a trigger that checks the seconds (both digits individually) and draws the units accordingly.  Also add triggers that add a death counter to the next highest interval when the digit in question maxes out (will be 9 or 6).  The amount of time max that you put in is up to you.

Edit: Sorry, I didn't see that you wanted it to count down  tongue.gif  Just reverse what I said for that  happy.gif
[right][snapback]145254[/snapback][/right]


oh okay lol ill do his way smile.gif lol how do i do that? with the triggers?
Report, edit, etc...Posted by Tarh on 2005-02-14 at 17:11:15
If by "his" you are refering to the person who made clock bound, I must warn you that you will be using almost the same amount of triggers.

Basically, you still need to use death counters, but instead of using one to detect the seconds, use a unit at a location and tell him to move to another location that takes 1 second to move to (in his map he used a marine). When he gets there, teleport him back and make him move again. The problem with this is that units are not always the same speed ( confused.gif ) and therefore your clock will not be constant. In addition to this fault, you will basically be using the same amount of triggers as the way I previously posted. Ultimately, this decision is up to you, but I would advise the former of my posts.
Report, edit, etc...Posted by Teknical4 on 2005-02-14 at 17:15:09
QUOTE(Tarh @ Feb 14 2005, 04:11 PM)
If by "his" you are refering to the person who made clock bound, I must warn you that you will be using almost the same amount of triggers.

Basically, you still need to use death counters, but instead of using one to detect the seconds, use a unit at a location and tell him to move to another location that takes 1 second to move to (in his map he used a marine).  When he gets there, teleport him back and make him move again.  The problem with this is that units are not always the same speed ( confused.gif ) and therefore your clock will not be constant.  In addition to this fault, you will basically be using the same amount of triggers as the way I previously posted.  Ultimately, this decision is up to you, but I would advise the former of my posts.
[right][snapback]145261[/snapback][/right]


pinch.gif :\ i dont get it.... lol can you make like the trigger? or the map LoL i'm not that totally good lol. i haven't been making maps for 1-2 years :\ lol sorry tongue.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-02-14 at 17:15:36
12 deaths = 1 second with hyper triggers
We have a trick here for a countdown timer counting up.
http://www.staredit.net/index.php?tutorial=45
Report, edit, etc...Posted by Urmom(U) on 2005-02-14 at 17:16:41
im making a clock system in my rpg and heres what ive discovered:
you cant use death counters for an accurate clock
you have to use wait pretty much
run the waits for a computer player and then just set a switch that adds the seconds on the clock

legacy: that tutorial is crap, its actually 7 or 8 or even 9 counters for the conditions, not 12 unless your playing singleplayer.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-14 at 17:21:32
I have a better idea. Since countdown timers run with the SC engine, have a trigger like this:
Countdown timer is exactly 0 seconds
A:
Set countdown timer to 1 second.
Add 1 to counter.
Preserve trigger.

That will have 1 added to the counter everytime 1 second passes in SC game time.
Report, edit, etc...Posted by Yenku on 2005-02-14 at 18:19:58
that is a good idea, i may use that for a timer
Report, edit, etc...Posted by SA_Max71 on 2005-02-14 at 20:58:10
QUOTE(LegacyWeapon @ Feb 14 2005, 02:21 PM)
I have a better idea. Since countdown timers run with the SC engine, have a trigger like this:
Countdown timer is exactly 0 seconds
A:
Set countdown timer to 1 second.
Add 1 to counter.
Preserve trigger.

That will have 1 added to the counter everytime 1 second passes in SC game time.
[right][snapback]145275[/snapback][/right]

won't that ADD 12 seconds with hypertriggers?
Report, edit, etc...Posted by LegacyWeapon on 2005-02-14 at 21:01:57
QUOTE(SA_Max71 @ Feb 14 2005, 08:58 PM)
won't that ADD 12 seconds with hypertriggers?
[right][snapback]145597[/snapback][/right]

A trigger can only run once. It can not run multiple times at once.
Therefore once the trigger initiates, it should not do it again because the condition is no longer fulfilled.
Report, edit, etc...Posted by DevliN on 2005-02-14 at 21:15:48
Lamen's terms: It will wait until the timer is 0 again before it resets. Its extremely accurate.
Report, edit, etc...Posted by -BW-Map_God on 2005-02-15 at 01:25:19
hmm, cool clock idea with the countdown timer setting to one second.

QUOTE
12 deaths = 1 second with hyper triggers


12 Deaths is one second with how many hyper trigger waits? Just curious... I've never messed with it high enough to get that many in one second.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-15 at 18:10:33
QUOTE(-BW-Map_God @ Feb 15 2005, 01:25 AM)
hmm, cool clock idea with the countdown timer setting to one second.
12 Deaths is one second with how many hyper trigger waits? Just curious... I've never messed with it high enough to get that many in one second.
[right][snapback]145809[/snapback][/right]

3 copies of the 62 wait 0s are enough for 5 hours.
Next Page (1)