Mysteries in Timers
Mysteries in Timers
I want to setup the current mission I'm working on so reinforcements arrive one minute after either being seen by the enemy or blowing a generator. I can get enemy reinforcements to show up immediately after either of these conditions are met, but I can't get them to show up one minute after the conditions are met. Any attempt to use a timer command (with or without variables) make the enemy reinforcements show up as soon as the mission loads, while telling the trigger to "wait 60 seconds" before activating the reinforcements has no effect.
Anybody got any ideas?
Anybody got any ideas?
"You're going to have a tough time doing that without your head, palooka."
- the Vault Dweller
- the Vault Dweller
- PaladinHeart
- Strider
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RE
Did you check the box next to "blocking" on the timed trigger?
"For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life. " -John 3:16
Hopes. Dreams. You have to live these things. If not, they will remain prisoner within the confines of your mind for the rest of your life.
Hopes. Dreams. You have to live these things. If not, they will remain prisoner within the confines of your mind for the rest of your life.
- Jimmyjay86
- Hero of the Glowing Lands
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For reference purposes here is a breakdown of the bomb timer trigger in Quincy:
Initial Variables
Condition:
Always
Actions:
Set to -1 to Timer 'Gen_Explode' and set descending
Stop Timer 'Gen_Explode'
Commander Sees Players
Condition:
Can See Player
Actions:
Set to 6 to Timer 'Commander_Button' and set descending
Set mission variable 'Commander_Timer' to 'true'
B Wait 7 seconds
Bomb Timer Starts
Condition:
If Timer 'Commander_Button' is less than 1
If mission variable 'Commander_Timer' is 'true'
Actions:
Set mission variable 'Gen_Timer' to 'true'
Set to 60 to Timer 'Gen_Explode' and set descending
Show Timer 'Gen_Explode'
Bomb Disarmed
Condition:
Object Script State of gen_bomb
Actions:
Hide Timer 'Gen_Explode'
Set to 0 to Timer 'Gen_Explode' and set descending
Stop Timer 'Gen_Explode'
Bomb Explodes
Condition:
If Timer 'Gen_Explode' is less than 1
If mission variable 'Gen_Timer' is 'true'
Actions:
Hide Timer 'Gen_Explode'
Set gen_bomb script state
Thanks JimmyJay. I had originally set up my single timer similarly, but it wouldn't disappear when it hit the designated number, and my action would trigger regardless of its of the timer's time. I still don't know what I did wrong, but hopefully next time I won't make a mistake.
Using blocking and the "Wait 60 seconds" command got the desired effect in the end, though.
Using blocking and the "Wait 60 seconds" command got the desired effect in the end, though.
"You're going to have a tough time doing that without your head, palooka."
- the Vault Dweller
- the Vault Dweller
- PaladinHeart
- Strider
- Posts: 747
- Joined: Sun Feb 02, 2003 5:28 am
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RE
I think its best to just use the timer for show, and use the "wait" command for the actual trigger. Its less complicated that way..
I figure its best to understand what you need to do, otherwise you have to either memorize the method or go back and reference it later when you need it.
I figure its best to understand what you need to do, otherwise you have to either memorize the method or go back and reference it later when you need it.
"For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life. " -John 3:16
Hopes. Dreams. You have to live these things. If not, they will remain prisoner within the confines of your mind for the rest of your life.
Hopes. Dreams. You have to live these things. If not, they will remain prisoner within the confines of your mind for the rest of your life.