Staredit Network

Staredit Network -> UMS Assistance -> Timer Problem!
Report, edit, etc...Posted by Zombie on 2004-06-09 at 14:39:35
crazy.gif ok you have a time limit.... and if it runs out you loose sounds simple right?

but the time limit is based on if you destroy all the Anti-aircraft guns then the timer woudnt matter right?but lets say they destroy the anti-aircraft guns and the timer runs out after you destroyed the anti-aircraft guns and you still loose!! but you destroyed the anti-aircraft guns... how am i going to get this right?
Report, edit, etc...Posted by FaZ- on 2004-06-09 at 14:42:19
I believe this will work:

Set the player to lose when the map timer reaches exactly :01 seconds.

If the player completes the objective, set the timer to :00, and then the timer will simply go away.

Feel free to correct me.
Report, edit, etc...Posted by Hampster on 2004-06-09 at 14:47:29
Have it set like this.

Switch(whatever) is enabled
Start Countdown timer.

....

Current player kills all anti-aircraft-gun
Disable switch(watever)

I think that would work.
Report, edit, etc...Posted by FaZ- on 2004-06-09 at 15:31:18
I dont think so cause then the timer keeps going, and though it will eventually end it will still be up there as a distraction. That is, unless another timer is immediately activated.
Report, edit, etc...Posted by Tazzy on 2004-06-09 at 15:52:28
So do you want the map to win when you destroy all the guns befor the time limit?

If yes this could work:

1st trigger

Con:
Always
Action:
Modify Countdown Timer: "Set" "duration" seconds.

2nd Trigger for winning the map:

Con:
Elapsed scenario time is at least 0 game seconds.
Player X has suffered exactly 5 deaths of Anti-Gun.
Action:
Display for current player: You win
Wait 1250
End scenario in victory for current player.

Or if you destroy the guns befor time limit runs out:

Con:
Player X has suffered exactly 5 deaths of any unit.
Action:
Display for current player:You Win
Wait 1250 seconds
End scenario in victory for current player.


Or has my narrow understanding Defied me again?
Report, edit, etc...Posted by Zombie on 2004-06-09 at 17:16:37
see this is what i want.when you destroy the anti-aircraft guns later a new mission obj comes/.
Report, edit, etc...Posted by Hampster on 2004-06-09 at 18:34:14
In that case you could use FaZ-'s way I think it would work.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-09 at 18:39:59
Players: Whoev
Conditions: Countdown Timer is at most 2 (will explain the 2 later) seconds
-Player X commands 5 AA Guns
Actions: Defeat

The 2 seconds on the timer is to compensate for not having hyper-triggers. If you put at most 1, the second may pass and timer will go out before the trigger can fire. (it's happened to me before)

Players: Whoev
Conditions: PPL kill at least 5 AA Guns
Actions: Set Countdown Timer to 0 Seconds

That kills the timer so it gets out of the way. That's optional.
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