Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: countdown timer is not working!
countdown timer is not working!
Aug 8 2008, 2:56 am
By: Gold_Member  

Aug 15 2008, 3:36 am Falkoner Post #21



Make sure all the conditions of triggers are actually being present, like, add a text message that displays when those conditions are true and see if it ever gets displayed.



None.

Aug 16 2008, 4:55 pm Gold_Member Post #22



oh well all of the other triggers work, before the game starts theres an intro with like 20 display text actions. They always display.



None.

Aug 16 2008, 7:24 pm NudeRaider Post #23

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

-.- the question is not if your intro trigger works, is it?
You should add a display action in the trigger that is not firing




Aug 18 2008, 8:10 pm Gold_Member Post #24



ok well maybe he shoulda said that. =/



None.

Aug 18 2008, 8:21 pm Biophysicist Post #25



First, do you have a Preserve Trigger action in your Hyper Triggers? Make sure it its enabled.

If you do, try setting the trigger that checks the countdown timer to At Most instead of exactly. If that doesn't work, try disabling the Hyper Triggers (add 'Never' as one of the conditions.)



None.

Aug 19 2008, 7:16 pm Gold_Member Post #26



I do have preserve trigger active in the hyper triggers, I tried doing the set the trigger to AT MOST, but that just made them spawn as soon as the game started lol. I tried disableing the hyper triggers that didnt do anything :P



None.

Aug 23 2008, 8:37 am StrikerX22 Post #27



If you're still having problems, you may consider actually posting the triggers as they are now. If you use SCMDraft2 as your editor, you can go into "trigger editor" under triggers menu. this will display all triggers in a C++ -like format (programming language), which is easy to copy (use ctrl+c there) and paste to here. I wouldn't copy everything... maybe just the triggers that look like they're involved. If you only have like 10 or less triggers, just include them all. It's sad this problem isn't fixed already. We need to know exactly what is going on in order to diagnose.



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[02:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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