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Staredit Network -> UMS Assistance -> [SOLVED]Day/Night Timer Functions
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-06-12 at 01:05:38
Alright... I've made a day/night timer but the only thing I can't figure out is how to enable and disable functions such as using stuff.
Ex. 10:00P.M. - Store is closed.
9:00A.M.-6:00P.M. - Store is open.
Stuff like that. Like a schedule, sort of. Like I said, nothing too complicated. wink.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-06-12 at 01:20:52
i've never used day/night systems, but i'm gonna say use at least/at most conditions.

i'm gonna assume you used a twenty-four minute death counter for this system. otherwise, tweak it so it fits w/e your system is

*open*
at least 6480 deaths
at most 12960 deaths

that will work, but i'm guessing for the next part:
*close*
at most 6479 deaths
at least 12961 deaths

i've never actually tried putting that into a trigger before so i really don't know what will happen. if it fails, then split them into two seperate triggers.





Report, edit, etc...Posted by Pyro_Maniak14 on 2006-06-12 at 01:42:17
Uh... Nope. I used an extremely simple trigger.
Trigger
Description:
24Hour(Minute) Day/Night Timer
Players:
¤ All Players
Conditions:
¤ Always.
Actions:
¤ Modify countdown timer: Set to 1440 seconds.

But that one counts down... So... I think I'll have to use the death counters, which I HATE. Argh...
Can someone just give me the EXACT trigger(s) to create this type of schedule and a death counter operated day and night timer. I don't need anyones comments, just the trigger and how it works.
Report, edit, etc...Posted by Zeratul_101 on 2006-06-12 at 01:58:14
no need, just tweak them like i said. if i did my math correctly, then just input this in(i'm too lazy to do actaul triggers):

*open*
at most 900 secs
at least 360 secs

*close*
at most 359 secs
/
at least 901 secs


that should work
Report, edit, etc...Posted by in_a_biskit on 2006-06-12 at 05:14:21
Here's a useful tutorial for making a countdown timer count upwards instead:
http://www.staredit.net/index.php?tutorial=45
Countdown Timer Tricks

QUOTE(Pyro_Maniak14)
Ex. 10:00P.M. - Store is closed.
9:00A.M.-6:00P.M. - Store is open.
Haha, if the store is open 9am to 6pm, that implies that it closes at 6, not at 10... but you could have multiple stores, i guess.

Zeratul101 has the right idea: triggers that depend on the store being open should have both the conditions "Countdown timer at least <opening time in seconds>" and "Countdown timer is at most <closing time in seconds>".

There needs to be two sets of triggers for things which require the store to be closed, one set having the condition "Countdown timer is at most <opening time>" and the other set having the condition "Countdown timer is at least <closing time>".

Alternatively, you can have a switch which is set when the Countdown timer reaches the opening time, and cleared when the timer reaches the closing time. In that case, all the triggers that require the store to be open will have the condition "Switch is set", and vice versa for triggers that require the store to be closed.
Report, edit, etc...Posted by Falkoner on 2006-06-12 at 09:16:51
I have a map that might help you out, it's the Sims RP2, it has the excact same thing in it, with a countdown timer, so ask me if you want to see it

P.S.Screw that, here it is, it's unlocked so have fun!(Just don't steal, such a good map shouldn't be stolen)

[attachmentid=19377]


P.S. Can someone tell me how you actually download attachments???
Report, edit, etc...Posted by Zeratul_101 on 2006-06-12 at 09:34:18
its a simple right-click, save target as or w/e you have. put it into a maps folder and put scx as the end
Report, edit, etc...Posted by Falkoner on 2006-06-12 at 09:39:20
Okay, thats what I was thinking of doing but...Im too stupid to try it out, so thx
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-06-12 at 14:01:51
Actually, I meant that if you go up to the store at 10PM, you can't go in because it's closed. I never said anything about any store closing at 10. I'm about to do the Count-Up Timer to see if it works then I'll add the <at least, at most> triggers.
Report, edit, etc...Posted by sharf on 2006-06-12 at 14:39:11
ok find what the time it opens is and the time it closes(on the timer) ssay it opens at 600 seconds and closes at 1200 seconds.

Trigger
Conditions:
¤ countdown timer is atleast 600 seconds
¤ countdown timer is atmost 1199 seconds
Actions:
¤ Open shop

and
Trigger
Conditions:
¤ countdown timer is atleast 1200 seconds
¤ countdown timer is atmost 599 seconds
Actions:
¤ Close shop


You MIGHT need to tweak it(obviously to your time)
Report, edit, etc...Posted by Noober on 2006-06-12 at 15:12:28
QUOTE(sharf @ Jun 12 2006, 02:38 PM)
ok find what the time it opens is and the time it closes(on the timer) ssay it opens at 600 seconds and closes at 1200 seconds.



Trigger
Conditions:
¤ countdown timer is atleast 600 seconds
¤ countdown timer is atmost 1199 seconds
Actions:
¤ Open shop

and


Trigger
Conditions:
¤ countdown timer is atleast 1200 seconds
¤ countdown timer is atmost 599 seconds
Actions:
¤ Close shop


You MIGHT need to tweak it(obviously to your time)
[right][snapback]505179[/snapback][/right]

That close trigger won't work, because it can't be at least 1200 and at most 599 at the same time.
Report, edit, etc...Posted by Oo.Insane.oO on 2006-06-12 at 17:04:55
I knew something looked wrong tongue.gif u should divide those triggers up and it should work
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-06-12 at 17:06:41
Alright, I did what you guys said except I used a Count-Up timer and it didn't quite work... (Right-click, save target as, html document-> all files, add .scx to end of file.)
Doing something wrong?
Report, edit, etc...Posted by Zeratul_101 on 2006-06-12 at 21:00:53
put your store closed into two seperate triggers with the two different conditions. it worked fine after i did that.
Report, edit, etc...Posted by wizard898 on 2006-06-13 at 00:26:37
Well you can make a literal clock in a corner or something. Example, set 12 beacons in a circle like a clock formation. Add DCs until the time you want per hour, and move the timer to the next beacon. Simple and gay, YAY! RHYMEEE!
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-06-13 at 02:01:23
Alright, it works fine. Thanks everyone.
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