Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Clock triggers failing
[SOLVED] Clock triggers failing
May 10 2019, 9:30 pm
By: rnDPrc  

May 10 2019, 9:30 pm rnDPrc Post #1



Hello gentlemen,

I'm trying to make a clock and have the resources of "Player 1" replenish every 1 minute. However, when one minute elapse, nothing happens.

The reason I want a clock is so I can give the player some customization choices before the map actually starts, so elapsed time would be bad. Countdown is also bad here since I want some of the stuff that happens look random but still be on a timer.

Anyways, I set up the clock so that every 119 ticks it adds 1 to a counter, and when that counter reaches 6 it goes back to 0.

There's a secondary counter for the 1s digit, but the main counter is only affected by the 10s one, for precision reasons.

Here's the triggers:
https://pastebin.com/bjWdaqRE

Cantina is incremented every trigger cycle
Cave is minutes (irrelevant in this problem)
Cave-In is 10s digit, and it's the only one that modifies Cantina
Jump Gate is 1s (irrelevant in this problem)

Can anyone help / point me in the right direction?

Thanks a lot for reading :)

Post has been edited 2 time(s), last time on May 11 2019, 6:27 am by rnDPrc. Reason: solved



None.

May 11 2019, 6:27 am rnDPrc Post #2



So, after testing for a while, I realized my scmdraft was doing some weird things (like always giving me units when I used "Current Player", no matter who the trigger was for), so I restarted the computer and now it's all good :)



None.

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DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
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