Mysteries in Timers

Mapping & modding Fallout Tactics and reviewing maps thereof.
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Retlaw83
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Mysteries in Timers

Post by Retlaw83 »

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?
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PaladinHeart
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Post by PaladinHeart »

Did you check the box next to "blocking" on the timed trigger?
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Retlaw83
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Post by Retlaw83 »

yep. Tried it without, too.
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Post by Retlaw83 »

I deleted all my reinforcement actors, then put in new ones. It works now if I use the "wait 60 seconds" track. I guess its more realistic without a timer, anyway.
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Post by Retlaw83 »

I was wrong. The timer gives me enemy reinforcements after one regardless of whether or not the variable it true or not.
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Post by Retlaw83 »

I finally fixed it. Don't know how exactly, but I guess something was wrong with the "wait 60 seconds" trigger that I fixed when I deleted then remade it.

Thanks for the help, PaladinHeart!
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Jimmyjay86
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Post by Jimmyjay86 »

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
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Retlaw83
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Post by Retlaw83 »

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.
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Post by PaladinHeart »

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.
"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.
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