Countdown Timer
Oct 16 2007, 8:58 pm
By: xKellyxVeitx  

Oct 16 2007, 8:58 pm xKellyxVeitx Post #1



I need a repeating countdown timer. It's going to be for a defense map to show the time in between each level. Sorry if this is common question. I just can't figure it out. Any help would be appreciated. I mainly just need to know the format of the trigger.



None.

Oct 17 2007, 1:13 am FatalException Post #2



Try:
[TRIGGER]
[DESCRIPTION]Set a switch first[/DESCRIPTION]
[CONDITIONS]
[*]Elapsed time 0.
[/CONDITIONS]
[ACTIONS]
[*]Set Switch 1.
[/ACTIONS]
[/TRIGGER]
[TRIGGER]
[DESCRIPTION]Start 1st countdown[/DESCRIPTION]
[CONDITIONS]
[*]Switch 1 is set.
[/CONDITIONS]
[ACTIONS]
[*]Set countdown timer at x.
[/ACTIONS]
[/TRIGGER]
[TRIGGER]
[DESCRIPTION]End of countdown/start of wave[/DESCRIPTION]
[CONDITIONS]
[*]Countdown timer is at 0.
[*]Switch 1 is set.
[/CONDITIONS]
[ACTIONS]
[*]Clear Switch 1.
[*]Spawn x units at y location, give z order.
[*]Set Switch 2.
[/ACTIONS]
[/TRIGGER]
For the next countdown start, have the condition be 'Switch 2 is set,' so then you can have different units spawn each time. Continue until you have all of your waves.



None.

Oct 17 2007, 1:15 am Nimitz Post #3



Use DC, this is more accurate and they will not glitch (wait blocks).



None.

Oct 17 2007, 2:13 am xKellyxVeitx Post #4



Quote from FatalException
Try:
[TRIGGER]
[DESCRIPTION]Set a switch first[/DESCRIPTION]
[CONDITIONS]
[*]Elapsed time 0.
[/CONDITIONS]
[ACTIONS]
[*]Set Switch 1.
[/ACTIONS]
[/TRIGGER]
[TRIGGER]
[DESCRIPTION]Start 1st countdown[/DESCRIPTION]
[CONDITIONS]
[*]Switch 1 is set.
[/CONDITIONS]
[ACTIONS]
[*]Set countdown timer at x.
[/ACTIONS]
[/TRIGGER]
[TRIGGER]
[DESCRIPTION]End of countdown/start of wave[/DESCRIPTION]
[CONDITIONS]
[*]Countdown timer is at 0.
[*]Switch 1 is set.
[/CONDITIONS]
[ACTIONS]
[*]Clear Switch 1.
[*]Spawn x units at y location, give z order.
[*]Set Switch 2.
[/ACTIONS]
[/TRIGGER]
For the next countdown start, have the condition be 'Switch 2 is set,' so then you can have different units spawn each time. Continue until you have all of your waves.
That you very much. I have a feeling I'll probably have a lot more questions about my map, but hopefully I will be able to find so answers for myself.



None.

Oct 17 2007, 10:41 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

Combine Nimitz' and Fatal's ideas:

Rename an unused unit like neutral - neutral - cantina to "LEVEL" and use it as a deathcounter to determine the level.


Init:
Computer Player
Conditions:

Always
Actions:
Set Death Counts for Computer player 'set to' 1 for LEVEL
Set Countdown timer to x seconds
(So ppl have time to build 1st defense)

Level 1:
Computer Player
Conditions:

Countdown Timer is at at most 0s
Current Player has suffered exactly 1 deaths of LEVEL
Actions:
» Do whatever you like «
Set Countdown timer to x seconds
Set Death Counts for Computer player 'set to' 2 for LEVEL


Level 2:

Computer Player
Conditions:

Countdown Timer is at at most 0s
Current Player has suffered exactly 2 deaths of LEVEL
Actions:
» Do whatever you like «
Set Countdown timer to x seconds
Set Death Counts for Computer player 'set to' 3 for LEVEL

... and so forth




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[2026-7-18. : 2:27 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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