Okay guys, here's the deal. I'm creating my new map, and I have encountered a serious problem.
The problem is, that I have some music loop systems, and they f**k up if the game speed is any lower than fastest, because the "Wait" triggers react differently at various game speeds.
I want you to think of a way of detecting the game speed, so that when the player sets the speed to fastest, the music loop activates.
I already have a good idea of how to do it, but I'd like to hear how other players would do it.
i thought the wait seconds are set in game seconds like (1000 milisecond= 1 game second).
i wouldn't know who sets the game speed on any other speed but fastest,
but 99% of the people on bnet prefer to set it fastest anyway.
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i thought the wait seconds are set in game seconds like (1000 milisecond= 1 game second).
You are half right.
1000 Milliseconds = 1 Game Second at "Normal" Speed setting.
However, 1000 Milliseconds = 1.5 Game Seconds at "Fastest" setting.
-OR-
1500 Milliseconds = 1 Game Second at "Fastest" setting.
(I can't quite remember, but I know it changes to a ratio of 2/3)
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but 99% of the people on bnet prefer to set it fastest anyway.
My map is not intended for Battlenet. It is Single player.
Please, experienced people.
Game speed does not effect wait times.
I think it's possible. Just give me some time to think about it.
Use death counter instead of waits. I'm not sure does 12 per second shooting rate change with game speed but it's worth to try.
Personally I never use waits, they just block each other and screws everything up. Dcs on the other hand work just perfect

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Game speed does not effect wait times.
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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Don't post if you don't know what you are talking about.
Game speed DOES, I repeat, DOES affect Milliseconds.
Here's why;
There is a continuous counter that counts "Normal game seconds" no matter what speed you are playing at. The Milliseconds (Wait Triggers) applies to this counter.
Laughable! Test it if you don't belive me. Wait times are not in game seconds.
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.
QUOTE(XMercury @ Apr 16 2006, 12:27 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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I would not question Kenoli's judgements, he is always correct!
Not this time. Read my post, and download my map as proof.
DEAD, please explain! You sound as though u know what you are talking about, unlike most other comments I get.
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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.
Taunting/insulting me probably isn't the best idea.
Your map proves that wait times are not in game seconds.
Anyway, let's back up a little. You're trying to make a music loop that will work on any game speed setting, correct?
QUOTE(XMercury @ Apr 16 2006, 11:54 PM)
Not this time. Read my post, and download my map as proof.
DEAD, please explain! You sound as though u know what you are talking about, unlike most other comments I get.
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Please be less offensive over help forums, maybe he just misunderstood you at the first place. I think he meant that whatever game speed is wait's still work like in real life. The countdown timer on the other hand is effected by game speed.
Actually, XMercury is right. I've read tutorials from experienced map creators that have mentioned the fact that the Wait Triggers are not completely accurate. Also, I tested the map myself. It is a definate fact that either the Countdown timer is out, OR the Milliseconds are out, but we won't know for sure, until further testing.
Good job XMercury.
Only reason waits can be not accurate are wait blocks or transmission blocks, I think.
u know, u should put a warning in ur map telling people that it only works in fastest
I'm sorry, but I don't like people insulting my intelligence. I'll take the blame for that.
Remember guys, you can't change the speed of music, therefore the music will take up a certain amount of time regardless of the game speed setting. If the game speed is slowest, the music won't slow down. The music MUST have a Wait trigger... agreed? However, the wait trigger can only be reliable to time the music IF the game speed is set to the intended setting. I hope that explains my situation better.
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Remember guys, you can't change the speed of music, therefore the music will take up a certain amount of time regardless of the game speed setting. If the game speed is slowest, the music won't slow down. The music MUST have a Wait trigger... agreed?
Agreed, the music plays in real time.
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However, the wait trigger can only be reliable to time the music IF the game speed is set to the intended setting.
Incorrect, wait times are in real time.
Using a wait to loop a wav will work on any game speed setting.
Don't even bother with wait times; i agree with whoever said it earlier. They're no use, and hyper triggers run funky with them. Just use death counts; they're much better. From my limited testing, constantly adding 1 death count to a total will equal 1 second has gone past when the count reaches 10. if you want a 20 second music loop to play, wait until the death count reaches 200. and try to be less offensive in the forums; it doesn't usually help your case if you insult everyone who tries to help you.
Actually, it's 12 death counts equal approximately one second. You might wanna do a little research on that.

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limited testing
emphasis on
limited. man, now that means i g2 go change all the death counts in my current project.....

Using a counter won't work. The game speed setting effects the speed at which triggers fire.
You can only get 12 cycles per second on the 'fastest' setting with hyper triggers.
Trigger speeds cooperate with the game speeds. The music loop messed up on a slower speed due to the length of the .wav. That being said, I can't really imagine there is a way to detect game speed.
how about, let's say, in the beginning a computer unit is ordered to whereever, and see how long it takes to get there!
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Trigger speeds cooperate with the game speeds. The music loop messed up on a slower speed due to the length of the .wav. That being said, I can't really imagine there is a way to detect game speed.
Here's a little something I whipped up. This map will tell you the game speed setting.
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