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Staredit Network -> UMS Assistance -> [SOLVED] Time depends on game speed?
Report, edit, etc...Posted by Peter_den_bra on 2006-11-16 at 20:45:50
I want to make a game for single playing. I was creating som ghost and they should be deleted after they have nuked the bomb. But when I use the wait command it depends on how fast the game speed is. crazy.gif how can that be? the faster game will make the game run more and the ghost will be removed too late and reverse.

After that I tried the ElapsedTime command but it seems to be bad too but in the other way. Is there a way to make it happens exactly the same thing not depending on the game speed?
Why is it made that bad confused.gif Or is it me that can't find the way helpsmilie.gif
Report, edit, etc...Posted by Falkoner on 2006-11-16 at 21:16:09
I think it should work, since your not trying to have certain text happen at certain times, since the game is going faster the waits go slightly faster too, like how a countdown timer will go faster or slower depending on game speed, although you might be having slight wait buildups, check to make sure that force isnt running any waits, also, the elapsed time condition is very strange, I wouldn't reccommend using it.
Report, edit, etc...Posted by Peter_den_bra on 2006-11-16 at 21:35:38
QUOTE(Falkoner @ Nov 16 2006, 09:16 PM)
I think it should work, since your not trying to have certain text happen at certain times, since the game is going faster the waits go slightly faster too, like how a countdown timer will go faster or slower depending on game speed, although you might be having slight wait buildups, check to make sure that force isnt running any waits, also, the elapsed time condition is very strange, I wouldn't reccommend using it.
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but if the game speed is X faster then the wait should go X faster. should I not have waits? huh.gif but if If I want hyper triggers? Sorry but I can't see the soulotion.
Report, edit, etc...Posted by Kenoli on 2006-11-16 at 21:49:20
Try something like this instead of using a delay.
QUOTE(Trigger)
Current Player brings exactly 1 Nuclear Missile to 'Anywhere'.
Current Player brings exactly 0 Nuclear Missile to 'Silo'.
----------
Remove all Terran Ghost for Current Player.
Where the location "Silo" coveres the area where the missile flys out of the nuclear missile silo.
When the bomb drops, the ghost will be removed, regardless of the game speed.
Report, edit, etc...Posted by Peter_den_bra on 2006-11-17 at 05:17:44
QUOTE(Kenoli @ Nov 16 2006, 09:49 PM)
Try something like this instead of using a delay.
QUOTE(Trigger)
Current Player brings exactly 1 Nuclear Missile to 'Anywhere'.
Current Player brings exactly 0 Nuclear Missile to 'Silo'.
----------
Remove all Terran Ghost for Current Player.
Where the location "Silo" coveres the area where the missile flys out of the nuclear missile silo.
When the bomb drops, the ghost will be removed, regardless of the game speed.
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Thanks! It works very good! smile.gif
Report, edit, etc...Posted by Gigins on 2006-11-17 at 06:09:57
Here my overview about timers:

Waits are not affected by game speed. Tested, experienced in my maps. Waits have a problem called wait block. When multiple waits shoot at the same time, they queue or even freeze. Hyper triggers shoot waits all the time, so if the player with HTs got any other wait, it wont shoot at all. On the other hand, if you plan your trigger instead of having a mess you can use waits without any problem.

Death counters are affected by game speed. DC shoots about 12 times per second in fastest game speed with hyper triggers.. Tested, experienced.

Countdown timer is affected with game speed. Try running map with timer in single player, then hold down "-" to slow game and timer and hod "+" to fasten game and timer. Tested, experienced.

Transmission work somehow like waits. Can create wait blocks with other waits. I believe transmission is a group of actions all in one, including wait. Not tested, but experienced something similar in my maps. I have heard many people saying that transmissions in multiplayer doesn't block actions below. Well, it does. Multiple tests.
Report, edit, etc...Posted by Pure_Jeenyus on 2006-11-17 at 11:59:19
waits are not affected by time but trigger actions are, if the game is in slow it has more time to process triggers per game second, if u ever tried to play a bound in slow game settings its pretty much impossible. mellow.gif

if the game can process say 15 actions per second(real time), and on faster modes the game time is faster than realtime, it can process fewer triggers per game second. so at slow modes the game processes at full potential, but no one wants to play on slow. blink.gif
Report, edit, etc...Posted by spinesheath on 2006-11-17 at 14:13:06
QUOTE(Pure_Jeenyus @ Nov 17 2006, 12:59 PM)
if the game can process say 15 actions per second(real time), and on faster modes the game time is faster than realtime, it can process fewer triggers per game second. so at slow modes the game processes at full potential, but no one wants to play on slow. blink.gif
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shocking.gif

Nope.

The amount of triggers per second is - compared to the number of triggers in one trigger loop - almost infinite (unless you got a really slow comp, and even then I guess you would have a lag until all the triggers are processed, and then all the effects would still happen at the same time).

The number of trigger loops per second, on the other hand, changes with game speed. But it rises with a higher game speed. Lets say you have a trigger that displays some text whenever it is executed, and a marine can walk from a to b in the time it takes to fire the trigger twice (works with hypers, too, but a and be are pretty close in this case wink.gif ). The marine will always reach b in the time it takes to fire the trigger twice, no matter at what game speed you play.

Wait is different; it pretty much represents the real time, you could compare with you watch, but it's not accurate. Nevertheless, a wait of 10000 will always be x seconds on your watch, no matter at which game speed.
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