Staredit Network

Staredit Network -> UMS Assistance -> Help Making A timer!
Report, edit, etc...Posted by Entropy_EX on 2005-09-15 at 19:30:30
Okay, so I have this map that when you land a factory at a specific location, it makes it victory. So, I want it to have a ten minte countdown timer that gets interupted and reset if you lift off the building. How do I go around doing this? This is my first timer stuff.
Report, edit, etc...Posted by MindArchon on 2005-09-15 at 19:33:47
Just place a location around the factory, check off ground in the properties of it, then detect if its lifted. If it is then just do:

Set Count Down Timer To 600 Seconds.

Of course if you only wanted it to reset when the player lifts the building once, use a switch, and reset it when the player lands.
Report, edit, etc...Posted by Entropy_EX on 2005-09-15 at 19:39:17
Right, but I need to know about how to make a countdown timer. I'll try it. What's a switch? Sorry if I sound like such an idiot.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-15 at 19:41:21
QUOTE(Entropy_EX @ Sep 15 2005, 03:39 PM)
Right, but I need to know about how to make a countdown timer. I'll try it.
[right][snapback]314960[/snapback][/right]

you put whatever condition it is to start the timer than you choose the action: countdown timer
Report, edit, etc...Posted by Kumano on 2005-09-15 at 19:51:23
I think you could make a location for whatever elevation it's landing at, then start the countdown and when it doesn't bring the factory there turn count down off sort of like:


null
Trigger
Conditions:
¤ Player X brings factory to Location whatever (whatever elevation only on location)
¤ Switch 1 Clear (to make sure countdown doesn't constantly reset)
Actions:
¤ Start countdown
¤ Set switch 1
¤ Preserve Trigger


null
Trigger
Conditions:
¤ Player X brings 0 factory to location whatever
¤ Switch 1 is Set
Actions:
¤ Clear Switch 1
¤ Remove countdown thing
¤ Preserve Trigger



Sort of like MindArchon's but this way you don't see the countdown when it lift offs
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-15 at 20:12:17
QUOTE(Kumano @ Sep 15 2005, 03:51 PM)
I think you could make a location for whatever elevation it's landing at, then start the countdown and when it doesn't bring the factory there turn count down off sort of like:[right][snapback]314974[/snapback][/right]

You guys arn't getting it. He wants to know how to set a timer, he knows how to do the factory location thing.
Report, edit, etc...Posted by Sniper on 2005-09-15 at 20:27:39
The trigger for setting a timer is
Set Countdown Timer

Switches are just used to trigger things, like a real switch. It can also be randomized for randomization effects.
Report, edit, etc...Posted by PCFredZ on 2005-09-15 at 20:43:13
QUOTE(Entropy_EX @ Sep 15 2005, 07:30 PM)
So, I want it to have a ten minte countdown timer that gets interupted and reset if you lift off the building. How do I go around doing this? This is my first timer stuff.
[right][snapback]314946[/snapback][/right]

Interrupting a timer is done with the "Pause Timer" action, and resume with the "Unpause Timer" action. Who'd have thought of that? biggrin.gif
Report, edit, etc...Posted by Entropy_EX on 2005-09-15 at 20:56:48
Okay, so I got this to work. Now all I need to do it get the victory thing to work. I say Countdown timer for 60 game seconds. Then I make another trigger that says countdown timer is exactly 30 seconds. It just wins when it starts. Something is wring here? confused.gif
Report, edit, etc...Posted by Kumano on 2005-09-15 at 21:02:03
QUOTE
Interrupting a timer is done with the "Pause Timer" action, and resume with the "Unpause Timer" action. Who'd have thought of that?


He also said to reset the timer so that wouldn't really work.

QUOTE
Okay, so I got this to work. Now all I need to do it get the victory thing to work. I say Countdown timer for 60 game seconds. Then I make another trigger that says countdown timer is exactly 30 seconds. It just wins when it starts. Something is wring here?


No clue on that one at the moment, are you sure you made it exactly?
Report, edit, etc...Posted by PCFredZ on 2005-09-15 at 21:32:28
QUOTE(Entropy_EX @ Sep 15 2005, 08:56 PM)
Okay, so I got this to work. Now all I need to do it get the victory thing to work. I say Countdown timer for 60 game seconds. Then I make another trigger that says countdown timer is exactly 30 seconds. It just wins when it starts. Something is wring here? confused.gif
[right][snapback]315076[/snapback][/right]

Probably something else affecting it. Can you just post the map?
Report, edit, etc...Posted by Entropy_EX on 2005-09-15 at 22:12:36
Okay, I understand what I did wrong. Anyways, another question, what are, and how do you use switches?
Report, edit, etc...Posted by Kumano on 2005-09-15 at 23:13:29
http://www.staredit.net/index.php?tutorial=116
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-15 at 23:17:13
QUOTE(Entropy_EX @ Sep 15 2005, 06:12 PM)
Okay, I understand what I did wrong. Anyways, another question, what are, and how do you use switches?
[right][snapback]315192[/snapback][/right]

Switches are exactly as they sound. Switches! You can use it as an extra way to trigger something. For instance, Switch 1 is set then (Action). Or Switch 1 is cleared then (Action). You can set, clear, toggle (do the oposite of what it is currently at), or if you have starforge (or maybe something else?) you can set it to randomize as an action. Here is an example:
-------------------------------------------------------------------
Condition:
Player 1 bring 1 marine to location 1.

Action:
Set switch 1.
Kill All Marine for Player 1 at location 1.
PreserveTrigger.
-------------------------------------------------------------------
Condition:
Player 3 brings 1 marine to location 3.

Action:
Set Switch 1.
Kill All Marine for Player 3 at location 3.
PreserveTrigger.
-------------------------------------------------------------------
Condition:
Switch 1 is set

Action:
Create 1 Ghost for Player 2 at location 2.
Clear Switch 1
PreserveTrigger
-------------------------------------------------------------------

Does that make sense? The example is pretty stupid...the switch is an extra part that is unnecessary in the whole thing, but its an example how the switch works.
Report, edit, etc...Posted by Urmom(U) on 2005-09-16 at 16:54:33
for the victory thing where it wins automatically, try adding in the conditions "Elasped time is at least 10 game seconds". the problem is probably ur triggers arent running in the beginning or something.
Next Page (1)