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Staredit Network -> UMS Assistance -> Detect the game speed!
Report, edit, etc...Posted by (U)Bolt_Head on 2006-04-17 at 00:31:49
QUOTE(XMercury @ Apr 16 2006, 02:27 PM)
Don't post if you don't know what you are talking about.

Game speed DOES, I repeat, DOES affect Milliseconds.
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Kenoli is correct.
Report, edit, etc...Posted by Veta on 2006-04-17 at 01:00:54
QUOTE(XMercury @ Apr 16 2006, 02:51 PM)
ACTUALLY; I'm going to make you look like the biggest noob now!

I just tested it, and I'm posting this map to prove it.

I made a map with a countdown timer set to 60 seconds. I then made a preserved trigger, which plays a 1 second wav file every 2000 milliseconds.

Set the game speed to fastest, and watch the countdown timer. the wav file plays every 4.5 seconds (approx) I hope a kid like you knows what that word means.

Set the game speed to slowest, and watch the countdown timer. the wav file plays every 2.5 seconds (approx)

Little embarrased? Why not post again and allow me to embarrass you more? Please, be my guest.
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I won't bother reading the rest of this thread but... I just HAD to reply to this... To make you seem like the biggest newb. There is a NORMAL SPEED timer going on at all times, in fastest... trigger waits are not effected, HOWEVER the countdown timer is. If you've ever played SNIPERS for instance... The timer is set to 30:00, at the end of the game next to the save replay... it says something like Elapsed Time: 20:47 minutes. It seems you're not as in the loop as you thought, newb. Also, Kenoli and you were minorly wrong so don't think I just proved him correct. The countdown timer is INCORRECT if you have it set to anything besides fastest.

P.S.: Newb
Report, edit, etc...Posted by Gigins on 2006-04-17 at 04:47:10
Since when help forums have grow so aggressive? I ask you all to cool down.

Here my overview about things said here.

Wait's are not affected by game speed. Tested, experienced in my maps.

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

Steel_Hand55, you are incompetent in this matter so you should not give advice like:
QUOTE
Don't even bother with wait times

Waits has 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.

Countdown timer is affected with game speed. Try running map with timer in single player, then hold dow "-" 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.


My solution, Use waits. If you are having problems with waits, it's most likely because of wait blocks or maybe transmission block.

DO NOT use death counters. DO NOT use countdown timer.

Make sure that no other waits run at the same time. Make sure that player doesn't have hyper triggers. I believe that only 1 player should have them.
Report, edit, etc...Posted by XMercury on 2006-04-17 at 06:42:17
I appreciate all your efforts guys, and Kenoli, I'm sorry for my impatience earlier, but the problem is still there.

QUOTE
Incorrect, wait times are in real time.
Using a wait to loop a wav will work on any game speed setting.


Sorry, but you are half right. The truth is, that the game speed does affect the Wait triggers, BUT on a minor scale.

I have proof of this in my new map. I made a map where I set a preserved trigger to play a wav file every 13000 milliseconds.

I set the game speed to fastest, and listened to the wav play over and over a few times. There was a 1 second gap between the wav files.

I set the game speed to fastest, and listened again to the wav play a few times over, just to make sure I was gettiing a reliable result. There was a 4 second gap between the wav files.

If you want proof of this, either try it out yourself or ask me for a demo.

Again, my apologies for my previous comments, but I'd just like some helpful feedback instead of telling me I'm wrong, because I know I'm right, or at least half right.


Also, special thanks to you DEAD. Very helpful advice.
Report, edit, etc...Posted by Gigins on 2006-04-17 at 07:07:54
I have a theory that game speed may effect that trigger but not the wait itself.
Game speed slows down the whole trigger cycle. In slowest game speed even with hyper triggers cycle rate will be slower than 12(fastest game speed), maybe even 6 or less. Without hyper triggers in fastest game speed 1 cycle shoots only once per second. Then on slowest speed, it would shoot like once per 2 seconds. See, even with correct waits the triggers may shoot with delay. It's just a theory tongue.gif
Report, edit, etc...Posted by XMercury on 2006-04-17 at 07:28:42
Hey DEAD, that may just be the answer. The game speed is affecting the trigger cycle speed, not the actual triggers. Excellent theory.

QUOTE
I won't bother reading the rest of this thread but... I just HAD to reply to this... To make you seem like the biggest newb. There is a NORMAL SPEED timer going on at all times, in fastest... trigger waits are not effected, HOWEVER the countdown timer is. If you've ever played SNIPERS for instance... The timer is set to 30:00, at the end of the game next to the save replay... it says something like Elapsed Time: 20:47 minutes. It seems you're not as in the loop as you thought, newb. Also, Kenoli and you were minorly wrong so don't think I just proved him correct. The countdown timer is INCORRECT if you have it set to anything besides fastest.

P.S.: Newb


Again, half right my man. Call me a noob if you want, but you are not completely on track either. Read my previous post. I have proved your theory wrong. DEAD has solved the problem I think. I guess you can learn from this too.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-04-17 at 09:54:31
QUOTE(XMercury @ Apr 17 2006, 04:41 AM)
I appreciate all your efforts guys, and Kenoli, I'm sorry for my impatience earlier, but the problem is still there.
Sorry, but you are half right. The truth is, that the game speed does affect the Wait triggers, BUT on a minor scale.

I have proof of this in my new map. I made a map where I set a preserved trigger to play a wav file every 13000 milliseconds.

I set the game speed to fastest, and listened to the wav play over and over a few times. There was a 1 second gap between the wav files.

I set the game speed to fastest, and listened again to the wav play a few times over, just to make sure I was gettiing a reliable result. There was a 4 second gap between the wav files.

If you want proof of this, either try it out yourself or ask me for a demo.

Again, my apologies for my previous comments, but I'd just like some helpful feedback instead of telling me I'm wrong, because I know I'm right, or at least half right.
Also, special thanks to you DEAD. Very helpful advice.
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Thats because the leanth of the NEO varies with game speed.
Report, edit, etc...Posted by XMercury on 2006-04-17 at 10:19:27
What is NEO?
Report, edit, etc...Posted by Gigins on 2006-04-17 at 10:20:55
QUOTE(XMercury @ Apr 17 2006, 05:19 PM)
What is NEO?
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The pause between trigger cycles.
Report, edit, etc...Posted by Kenoli on 2006-04-17 at 10:37:23
QUOTE
QUOTE
What is NEO?
The pause between trigger cycles.
*buzz*
Here, read this: http://www.staredit.net/index.php?tutorial=128
Report, edit, etc...Posted by XMercury on 2006-04-17 at 11:10:56
Thanks.

I think I have discovered a way around this problem.

How about, there is a trigger, that keeps looping a 1000 millisecond Wait trigger. At the begining of the loop, it sets Switch 1 to Clear. At the end of the trigger, it sets Switch 1 to Set.

There is a second trigger, that loops Death counters. If a certain number of Death counters execute and Switch 1 is Set, then I set a "Fastest game setting detected" trigger. I assume more death counters will fire at a faster game speed, due to the NEO. Once the game speed is detected (from a high number of Death counters) I kill the text, which tells the player he has to set the highest game setting before the game starts, and the player can proceed with the game.

Maybe I'm wrong, but its just an idea.
Report, edit, etc...Posted by Kenoli on 2006-04-17 at 11:20:37
The player can change the game speed during the game in single player mode. Detecting it won't do you a lot of good.

*edit*
Also keep in mind that you can't adjust wait times by exact milliseconds. In fastest, for example, you can only increment wait times in sets of about 82. (Ie: all wait times 0-82 will produce the same effect, and all wait times 83-165 will produce the same effect, etc.)
The game speed does effect this and can cause a wait to work differently in a different speed setting.
This could be the cause the the discrepancy you experienced with wait times, but I think it's more likely that it was a result of your faulty triggering.
Report, edit, etc...Posted by XMercury on 2006-04-17 at 13:17:39
The default setting in Singel player is normal speed. Once the player has set the speed to fastest, what is the chance of them slowing it back down? Very low.

I understand what you are saying, but as a perfectionist and logical thinker, I don't make faulty triggers.

QUOTE
I think it's more likely that it was a result of your faulty triggering.


No offence, but you need to work on your social skills. That is probably why I lost my patience with you earlier, which is a very rare circumstance for me. I won't go into detail about that. Just think about what you say before you say it.

The triggers I used in my test maps are simple and flawless anyway. Possibility of faulse triggering is out of the question.
Report, edit, etc...Posted by Demaris on 2006-04-17 at 21:51:21
QUOTE(XMercury @ Apr 17 2006, 12:17 PM)
The default setting in Singel player is normal speed. Once the player has set the speed to fastest, what is the chance of them slowing it back down? Very low.

I understand what you are saying, but as a perfectionist and logical thinker, I don't make faulty triggers.
No offence, but you need to work on your social skills. That is probably why I lost my patience with you earlier, which is a very rare circumstance for me. I won't go into detail about that. Just think about what you say before you say it.

The triggers I used in my test maps are simple and flawless anyway. Possibility of faulse triggering is out of the question.
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I'm getting tired of you insulting anyone who critiques you. You came to this forum for ASSISTANCE, and if you don't like it, leave. Always consider that maybe your triggers are the things that are messing up.
Report, edit, etc...Posted by Kenoli on 2006-04-17 at 22:18:19
QUOTE
No offence, but you need to work on your social skills. That is probably why I lost my patience with you earlier, which is a very rare circumstance for me. I won't go into detail about that. Just think about what you say before you say it.

The triggers I used in my test maps are simple and flawless anyway. Possibility of faulse triggering is out of the question.
You must always consider the possibility that you don't understand your triggers as well as you think you do.

I'm only correcting your errors and giving you information, not trying to ridicule you for what you don't know.

My only purpose here is to help. =) *hug*
Report, edit, etc...Posted by Veta on 2006-04-20 at 17:57:04
QUOTE(XMercury @ Apr 17 2006, 05:28 AM)
Hey DEAD, that may just be the answer. The game speed is affecting the trigger cycle speed, not the actual triggers. Excellent theory.
Again, half right my man. Call me a noob if you want, but you are not completely on track either. Read my previous post. I have proved your theory wrong. DEAD has solved the problem I think. I guess you can learn from this too.
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I simply stated that the Count Down timer is affected by the game speed; therefore your assesment of triggers has nothing to do with the timer. It seems I was proven RIGHT by Dead, read again, sap.

Report, edit, etc...Posted by XMercury on 2006-04-20 at 22:49:43
actualy, thats old news. we already established the fact that;

QUOTE
I simply stated that the Count Down timer is affected by the game speed;


There is a new problem. I tested a new map, WITHOUT the use of a timer. eh hem, READ AGAIN.
Report, edit, etc...Posted by Mini Moose 2707 on 2006-04-20 at 23:45:34
It would kind of suck if the Countdown Timer wasn't affected by game speed. Defeat the Zerg in 30 minutes... "bu-bu-but I'm on slowest! I won't build an SCV in 30 minutes!"
Report, edit, etc...Posted by HolySin on 2006-04-21 at 01:14:35
Who plays games on slowest?
Report, edit, etc...Posted by Demaris on 2006-04-21 at 01:22:36
QUOTE(HolySin @ Apr 21 2006, 12:14 AM)
Who plays games on slowest?
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Old people.
Report, edit, etc...Posted by XMercury on 2006-04-21 at 01:50:50
QUOTE
Who plays games on slowest?


Good point. The reason I created this topic however, is because in single player, the default speed is normal. All players speed up the game though right?

It was still interesting to discover how to detect the game speed setting though.

My final evaluation of this topic, is that you CAN detect the game speed, because the NEO is affected by the game speed.

You can detect the game speed by setting up a preserved trigger that loops a Wait action, and at the same time, another trigger loops a number of death counters. If a certain amount of death counters are reached before the trigger resets, another trigger executes, that specifies the current game speed.

So the first trigger would look something like this...

CONDITIONS;
Switch 1 is set
ACTIONS;
Wait(1000);
Clear switch 1
Preserve trigger

The death counters trigger would look like this...

CONDITIONS;
Switch 1 is set
ACTIONS;
Add death count for player #
Preserve trigger

CONDITIONS;
Switch 1 is clear
ACTIONS;
Reset death count for player #
Preserve trigger

This is the final trigger...

CONDITIONS;
If player # death count is at least ##
ACTIONS;
Display text message "Your game speed is now set to fastest"

---------------------------------------------
Thanks to all who took part in this topic.
---------------------------------------------
Report, edit, etc...Posted by Kupo on 2006-04-21 at 03:36:38
that won't work because ingame wait's aren't affected by game speed.
Report, edit, etc...Posted by Kenoli on 2006-04-21 at 07:43:24
Didn't you see the map I posted? It detects the game speed.

QUOTE
My final evaluation of this topic, is that you CAN detect the game speed, because the NEO is affected by the game speed.
The NEO is irrelavant, you don't even need hyper triggers.

QUOTE
that won't work because ingame wait's aren't affected by game speed.
That's the point. You have something that is effected and something that isn't and you compair them.
Report, edit, etc...Posted by in_a_biskit on 2006-04-21 at 09:39:20
I understand that this topic is pretty much done with, but I would like to make a small input here to clarify some things that perhaps may be easily misunderstood. I am pretty sure about the following things, though someone may have to correct me.
--

Wait times are measured in 'real time', not 'game time' (and btw, I suspect that even the default game speed doesn't match real time..).

The countdown timer (and in-game building/upgrading times etc) measure 'game time', not 'real time'.

With no hypertrigger effects, the trigger list will be read once every two game seconds.
With hypertriggers, the trigger list will be read twelve times a second.

Triggers will only fire when they are read.

One of the consequences of these is that you cannot actually specify a wait time down to millisecond accuracy. When the wait time finishes, the map still has to wait until the next time the trigger list is read before it can act on whatever comes after that wait action.

So the wait time you specify, if using hypertriggers, will only be accurate to one twelfth of a game second (which will change according to game speed). If you're not using hypertriggers, then it will only be accurate to two whole game seconds (which changes even more with game speed). This may be able to explain some of the results that XMercury found.

On a side note, a wait action for zero milliseconds will actually wait for one twelfth of a game second, not cause the trigger to continue without stopping.

A death count timer will almost always be affected by game speed, with or without hypertriggers.

The NEO, or 'Next Ending Occurrence', is the next time the hypertriggers break out of 'hyper speed' and revert to normal game speed; as Kenoli says, I think it is irrelevant to detecting game speed (but I also think XMercury is referring to something else such as hypertrigger speed, and mistaking the use of the term NEO).
--
Anyway, I hope I have helped a little.
Report, edit, etc...Posted by Dako on 2006-04-21 at 12:02:13
QUOTE(XMercury @ Apr 16 2006, 12:08 PM)
However, 1000 Milliseconds = 1.5 Game Seconds at "Fastest" setting.
-OR-
1500 Milliseconds = 1 Game Second at "Fastest" setting.


1000 Milliseconds = 1.5 Game Seconds at "Fastest" setting, I can believe that, but 1500 Milliseconds = 1 Game Second? You've just slowed it down.

It probably isn't adding much, but I just had to point it out.
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