Is it possible to make an in-game counter that counts upwards? I tried making a counter without checking the countdown box but it just stays at zero...
Basically what I need is a counter that will tell you how long you have managed to hold a certain section of town (or, if anyone knows a way to make it so that a chat message is sent every x number of seconds telling you what wave you're on that would work too.) - any help would be appreciated. :-)
Production chief (and currently sole member) of Jumpdrive Studios scenario design squad. Currently not accepting applications - yet.
"Yeah, we get it, but we don't really, like, get it."
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YaRiTe Member
posted 06-01-09 10:15 PM
EDT (US)
1 / 2
Hank did a In-Game Counter Example Tutorial, but it counts down. So.... __________________________________________ Somewhere on in the "Scenario Design" is a trick trigger for a house that counts your kills that you might be able to change to your liking. Or something esle... __________________________________________ AREA: Aera0
OBJECT: Object Specification > Dynamic 1 min. to 99 max > Player X check "In Area0" Same with any other Players
EFFECT: Effect > Trigger0 > On Effect > Trigger1 > Off Effect > Trigger1 > On Effect > Trigger2 > On Effect > Media > Send-Chat Message > Player X > ???
You can go up to 999.0 game seconds on a trigger. Not sure how often you wanna send a chat, but, you can make a chat up for the times you want the message to be sent. Lets say 0.00 Send-Chat ... 200.00 Send-Chat ... 400.00 Send-Chat ... 600.00 Send-Chat ... 800.00 Send-Chat and should you need more you can place 999.00 Effect > Trigger1 > On at the end of the trigger and make another trigger1 (state off) and do the same as above.
TRIGGER:
Trigger0 ON IF: Player X THEN: 0.00 Effect > Trigger2 > On 0.00 Send Chat > Player X 200.00 Send-Chat > Player X 400.00 Send-Chat > Player X 600.00 Send-Chat > Player X 800.00 Send-Chat > Player X 999.00 Effect > Trigger1 > On
Trigger1 OFF IF: Player X THEN: 0.00 Send Chat > Player X 200.00 Send-Chat > Player X 400.00 Send-Chat > Player X 600.00 Send-Chat > Player X 800.00 Send-Chat > Player X
It seems that there is a chance that Player X might not hold the area in the town so you'll need another trigger for that which trigger0 can turn On, which it wont fire until Player X leave the area...
Trigger2 OFF IF: check (NOT) Player X THEN: Effect > Trigger0 > On Effect > Trigger1 > Off
Because trigger0 has fired and trigger1 might not, just make sure you turn on trigger0 before turning off trigger1. It's a way of looping the triggers without checking the loop. Now you'll be covered if Player X regains and controls the area again. It's alot of effects if you have more than one player your sending chat to.
† Matthew 5:11
jocamar Member
posted 06-02-09 06:26 AM
EDT (US)
2 / 2
I made a counter that counts up. Its very simple, I think you can't check the countdown box, and you put 9999999 on the time. I made it in my defend the city scenario. You can download it and see it for yourself.