Detecting Speed
Jan 11 2008, 12:10 am
By: Conspiracy  

Jan 11 2008, 12:10 am Conspiracy Post #1



You know how there are different speeds? Well, I want to know if there is any way to detect them. Then, if so, what are the different rates a count down timer goes down?



None.

Jan 11 2008, 12:56 am Falkoner Post #2



Deaths go at about 8 times a second on normal speed when you have hypertriggers, from there it's quite easy to figure out. And no, you can't detect the game speed, since the trigger speed also changes with the game speed.



None.

Jan 11 2008, 1:51 am Conspiracy Post #3



But I remember a tutorial before SEN died the first time... it involved a unit being order or something like that.



None.

Jan 11 2008, 1:58 am lil-Inferno Post #4

Just here for the pie

Quote from Falkoner
Deaths go at about 8 times a second on normal speed when you have hypertriggers, from there it's quite easy to figure out. And no, you can't detect the game speed, since the trigger speed also changes with the game speed.
Yes you can detect game speed, theres a test map on Maplantis by Kenoli that detects every speed, just wait til' it's back up.




Jan 11 2008, 1:59 am NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Falkoner
Deaths go at about 8 times a second on normal speed when you have hypertriggers, from there it's quite easy to figure out. And no, you can't detect the game speed, since the trigger speed also changes with the game speed.
Not so fast, my young padawan. ;)
Waits always wait the same time (real-time) on any speed.
So you can make a 10s (or w/e) wait and set a switch after.
And as long as the switch is cleared you let a dc run. Depending on the value of the dc you can determine the current game speed.




Jan 11 2008, 3:21 am Falkoner Post #6



Do waits really? Then how come hypertriggers run at different speeds for different game speeds?



None.

Jan 11 2008, 9:33 am NudeRaider Post #7

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Yes, they do.

As you know sc doesn't wait exactly 0ms - which wouldn't be possible anyways - it waits 84ms.

Hyper triggers force the sc engine to check the triggers as fast as possible.
Which is every game tick. And this game tick depends on the playing speed.

Again, if you don't believe me, I can attach a test map. I wouldn't claim such things if I weren't sure.




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[06:04 pm]
NudeRaider -- ihjel
ihjel shouted: "Use Display Text Message or the in-game Leaderboard to output the live values of critical Death Counters." that would be so convenient wouldn't it.
ihjel
ihjel shouted: "Use Display Text Message or the in-game Leaderboard to output the live values of critical Death Counters." that would be so convenient wouldn't it.
it's rather inconvenient actually, as it requires you to transfer it to Custom Score which might even interfere with what you're measuring. But IIRC you can also use EUDs to display it which by now could actually be somewhat convenient.
[09:25 pm]
ihjel -- "Use Display Text Message or the in-game Leaderboard to output the live values of critical Death Counters." that would be so convenient wouldn't it.
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