Timer Problems
Aug 15 2008, 5:11 pm
By: Cheathunta  

Aug 15 2008, 5:11 pm Cheathunta Post #1



I set a countdown Timer to 1800 seconds. Then i made some triggers for the timer -

Player "X"

Conditions: Countdown timer reaches exactly 1500 seconds

Create 25 SCVS at "SCvS" for Current player

============================

However, once the time comes, it never fires! Should i switch the trigger to Elapsed Time?



None.

Aug 15 2008, 5:25 pm LegacyWeapon Post #2



If you only want it to happen once, use "at most" instead of exactly. Or use elapsed time.



None.

Aug 15 2008, 6:26 pm Bolshevik Post #3



Or
Conditions:
Atleast 1495 Seconds
Atmost 1500 Seconds
---------
This gives the trigger a 5 second grace period to fire off
Downfall, it could be up to a 5 second delay which nobody wants to risk



None.

Aug 15 2008, 7:19 pm NudeRaider Post #4

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

pls delete / report this post.

BBcode again failed me, reposting helped. See below.




Aug 15 2008, 7:20 pm 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 Bolshevik
Or
Conditions:
Atleast 1495 Seconds
Atmost 1500 Seconds
---------
This gives the trigger a 5 second grace period to fire off
Downfall, it could be up to a 5 second delay which nobody wants to risk
This isn't enough. If it should only run once you dont need the "Atleast 1495 Seconds", if it should run once each time the timer reaches 1500 it would run multiple times.
For 1 time execution do what LW said, if it may run more than once, add an action to Bol's trigger that sets a switch and a condition that checks for a cleared switch.
Then use an extra trigger that clears the switch for at most 1490 seconds.




Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[02:13 pm]
Vrael -- pee poo sibling
[2026-6-28. : 7:00 pm]
Symmetry -- poo poo papa
[2026-6-28. : 2:46 pm]
lil-Inferno -- pee pee child
[2026-6-27. : 6:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
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.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
Please log in to shout.


Members Online: Excalibur, Roy, jy2413804