Timers, as per the old forums
Posted: Thu May 09, 2002 1:25 am
Max-Violence
Paragon
Posts: 474 #7 Dec 11, 01 - 8:20 AM
In Reply To #5
Whelp, I got the timer an' everythin' workin' great. A few notes:
To make a timer (like the one in the generator room in Quincy) you need to think "variable" when making the timer itself. Timers are sorta like mission variables - you must 'set' the timer in the mission header (where you set objectives, death text, variables, etc.). Observe:
COND.
Always
ACT.
Set (whatever number) to timer: (name of timer)
Stop timer (Name of timer)
Then, when you want the timer to start counting down, you:
COND.
(Whatever you want to start the countdown. An NPC speech, for example)
ACT.
Set (whatever number) to timer: (name of timer) and set descending
Obviously, set descending makes the timer count down, and set ascending makes it count up.
Note that the numbers for the timers are in seconds, so if you want the timer to start at 5 minutes, you would enter 300 for the timer set number.
Not quite as complicated as I thought they'd be, timers are a curious lot.
Full example:
COND.
Always
ACT.
Set to 300 (5 minutes) to timer: Main_Village_Timer
Stop timer Main_Village_Timer
the 'stop timer' part is so that the timer doesn't count down/up before you want it to
Then,
COND.
BoS has more than 0 alive at Main_Village_Timer_Start_Zone
ACT.
Show timer: Main_Village_Timer (Important part: otherwise, the player will have no idea how long he/she has left)
Set to 300 to timer: Main_Village_Timer and set descending
Finally, for whatever you want to happen when the time is up:
COND.
Timer Main_Village_Timer is less than 1 (second)
ACT.
Kill entity BoS with death type Explode
I think that's it...
Paragon
Posts: 474 #7 Dec 11, 01 - 8:20 AM
In Reply To #5
Whelp, I got the timer an' everythin' workin' great. A few notes:
To make a timer (like the one in the generator room in Quincy) you need to think "variable" when making the timer itself. Timers are sorta like mission variables - you must 'set' the timer in the mission header (where you set objectives, death text, variables, etc.). Observe:
COND.
Always
ACT.
Set (whatever number) to timer: (name of timer)
Stop timer (Name of timer)
Then, when you want the timer to start counting down, you:
COND.
(Whatever you want to start the countdown. An NPC speech, for example)
ACT.
Set (whatever number) to timer: (name of timer) and set descending
Obviously, set descending makes the timer count down, and set ascending makes it count up.
Note that the numbers for the timers are in seconds, so if you want the timer to start at 5 minutes, you would enter 300 for the timer set number.
Not quite as complicated as I thought they'd be, timers are a curious lot.
Full example:
COND.
Always
ACT.
Set to 300 (5 minutes) to timer: Main_Village_Timer
Stop timer Main_Village_Timer
the 'stop timer' part is so that the timer doesn't count down/up before you want it to
Then,
COND.
BoS has more than 0 alive at Main_Village_Timer_Start_Zone
ACT.
Show timer: Main_Village_Timer (Important part: otherwise, the player will have no idea how long he/she has left)
Set to 300 to timer: Main_Village_Timer and set descending
Finally, for whatever you want to happen when the time is up:
COND.
Timer Main_Village_Timer is less than 1 (second)
ACT.
Kill entity BoS with death type Explode
I think that's it...