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Staredit Network -> UMS Assistance -> How many milliseconds in a second?
Report, edit, etc...Posted by NinjaKitten on 2006-06-15 at 11:59:45
Ok well we know there's 1,000 milliseconds in a second, but how many milliseconds in a second in StarCraft game time when on Fastest speed? Need to know so I can get time trigger to work correctly.

Thanks!
Report, edit, etc...Posted by Mp)7-7 on 2006-06-15 at 12:04:09
Its the same! I dont think it changes, it changes the speed of the triggers too I tihnk. Wh do you need to have it perfect? I think that 1000 milliseconds in Starcraft is the same as 1000 milliseconds out, 1 second!
Report, edit, etc...Posted by dumbducky on 2006-06-15 at 12:17:34
1000 milliseconds=1 real second in all settings. Setting game speed to lowest will make movie maps look wierd because they are designed to run at fastest. So units will be moving to a place when they are supposed to be there already.
Report, edit, etc...Posted by Syphon on 2006-06-15 at 13:20:37
QUOTE(dumbducky @ Jun 15 2006, 11:17 AM)
1000 milliseconds=1 real second in all settings.  Setting game speed to lowest will make movie maps look wierd because they are designed to run at fastest.  So units will be moving to a place when they are supposed to be there already.
[right][snapback]506986[/snapback][/right]


No it doesn't, it equals 1 second in Normal game speed.

It's somewhere around 922 for fastest.
Report, edit, etc...Posted by Kenoli on 2006-06-15 at 14:02:59
QUOTE(Syphon)
No it doesn't, it equals 1 second in Normal game speed.

It's somewhere around 922 for fastest.
Wait times are not effected by the game speed.
I made a map that depends on it.

Also, if that were true, music loops would be specific to one game speed, but they aren't.
Report, edit, etc...Posted by fritfrat(U) on 2006-06-15 at 14:32:42
Waits don't vary per game speed. This is why if you ever set a replay of a bound to any other speed besides the one that it was originally played on it completely messes up, because the explosions are based on waits (or trigger speed through death counters, which doesn't change either).
Report, edit, etc...Posted by O)FaRTy1billion on 2006-06-15 at 14:41:52
If you did something like this..
Trigger
Actions:
¤ Create/Kill unit
¤ Wait 1000ms
¤ Create/Kill unit
¤ Preserve Trigger

without hypertriggers, the "1000ms" will seem fast. I find that if you use "1111" it is the same as, or at least closer to, the preserve trigger.
Report, edit, etc...Posted by Kenoli on 2006-06-15 at 15:14:59
QUOTE(O)FaRTy1billion)
If you did something like this..

Trigger
Actions:
¤ Create/Kill unit
¤ Wait 1000ms
¤ Create/Kill unit
¤ Preserve Trigger

without hypertriggers, the "1000ms" will seem fast. I find that if you use "1111" it is the same as, or at least closer to, the preserve trigger.
What in the world are you talking about? :\
Report, edit, etc...Posted by O)FaRTy1billion on 2006-06-15 at 15:55:00
Waits.. when you do a preserve trigger without hypertrigger the wait is equal to 1111ms, not 1000ms.

EDIT:
See.. look at this. Go to the 1000 beacon and the explosions are not evenly timed.. go to the 1111 beacon and they are.
I found this long ago when I used to make bounds..
Report, edit, etc...Posted by Urmom(U) on 2006-06-15 at 17:21:17
Umm I can't even notice a difference in that map...
Report, edit, etc...Posted by Kenoli on 2006-06-15 at 19:03:17
On the fastest speed setting, triggers fire naturally approximately every 2 seconds.
A 1000ms wait is not exactly half of the delay, which is why the explosions aren't evenly timed. It's waiting 1000ms, then waiting the rest of the trigger cooldown, which is longer than 1000ms.
Also, a "Wait 1000ms" dosen't actually wait 1000ms. Wait times only change in increments of 84 on fastest.
For example, waiting any amount of milliseconds 0-84 will produce the exact same wait time.
What I'm saying is a 1000ms wait is actually a 1008ms wait, and a 1111ms wait is actually a 1176ms wait.
The latter fits the natural trigger delay better, so the explosions are more evenly timed.
Report, edit, etc...Posted by O)FaRTy1billion on 2006-06-15 at 20:18:52
QUOTE(urmom @ Jun 15 2006, 03:20 PM)
Umm I can't even notice a difference in that map...
[right][snapback]507170[/snapback][/right]

I can.. I used to bound alot and I have a slow reaction time, so I had to time every single click rather than wait for the explosion.. so I would look for small things such as that.
Report, edit, etc...Posted by sharf on 2006-06-15 at 22:29:56
Now i have something odd..... when i do maps WITHOUT waits and its preserved, it fires instantly, if i have 50 triggers with waits, it still fires them all instantly i just tested this because i thought it was the case, i don't know where you guys are etting the 2 second cooldown(why is mine messed up?)
Report, edit, etc...Posted by Zeratul_101 on 2006-06-15 at 23:15:33
i think triggers all fire at one time(in sequential order), except for waits, after every cooldown. so every trigger would fire every two seconds
Report, edit, etc...Posted by Kenoli on 2006-06-16 at 01:48:24
The information I posted earlier may not be correct.

I've been doing test on waits for hours, and the theoretical "minimum wait" increment actually seems to be 125ms, not 84ms. But sometimes it isn't, but sometimes it is, but sometimes it isn't, but sometimes it is, but sometimes it isn't. Urrrhh...

I have a map (dodgeball) that uses wait times on a more precise scale than 125ms increments, but I can't figure out how. Even if I copy the triggers directly, the waits preform differently, they seem to 'round up' to the next increment of 125.

Also, despite my greatest effort, I was unable to figure out why hyper trigger waits act differently than other waits. If I use 0ms hyper triggers, there is a 84ms gap between trigger cycles, but if I use 84ms hyper triggers, there is a 125ms gap. I just don't get it.

Can anyone give me definitive answers about wait times, wait blocks, and/or hyper triggers?
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