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Help with adding time to Drexen's Timer (from 00:00;0)

Dr Gains

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Im trying to add time to Drexen's timer for a multi-map project that I want to hop back on.

I have:

logic_timer
Start Disabled | Yes
Refire Interval | 60
----
[Working Outputs]

logic_relay
Start Disabled | No
----
logic_timer | Enable | Delay 0.00

logic_auto_1
*No Global State to Read
----
OnMapSpawn | logic_relay | Trigger | Delay 0.80

logic_auto_2
*Yes Global Start to Read (That works as it successfully outputs other items)
----
OnMultiNewRound | logic_timer | AddToTimer | 20 | Delay 0.99 <-- Thats the problem?

Here's a video of what this looks like:


Zeq

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Drexen's timer is comprised of 4 separate logic_timers and need to be "in sync" to work. In your example you would want the 10-second timer to fire after about 2 seconds since you start on 00:18:0. And the 1-minute timer would need to fire after 42 seconds and so on. Introduce some kind of logic_relay that delays the start of each timer OnMultiNewRound corresponding to the time you have already accumulated. If you can't figure it out I could take a look at the .vmf.



Zeq

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I had a look at it and it seems to work now: https://www.dropbox.com/s/i099adhv1n4kiv8/jump_story_a3.rar?dl=0

Clever use of that 4 bit globals system to save the digit data between levels btw! Anyways, it was two main things I changed: On the first level I just changed it so that the globals aren't calculated all the time, but instead only when you start the level transition. The performance impact is probably negligible but I still went ahead with it. On the second level you were using the "AddToTimer" input on the timers, but that is kind of unreliable from my own experience. So instead I set up a system which just delays the start of each timer. You can check it out in detail in the .vmf, but If you have any more questions you can ask me here.


Dr Gains

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Thanks for the help buddy! However, I did a test starting the changelevel at 11:05;x. The 2 minute digits wouldnt show up on map start for ch2, and the 0 in the seconds digits also wouldnt show up. Ive noticed that Drexen never used a logic_timer for digit 5 but instead uses the math_counter on the 4th digit. Struggling a little still, Ill keep staring at the entities for a while in the mean time :#
-1 thing I also want to add is that ch2 will be moving to a ch3+ so it will need to basically need to have a save value function for another transition. :| (Could just be a simple copy-paste from ch1, though.


Zeq

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Okay I went back and looked at it and saw that I missed a few things. For example the case of when a digit is zero. In the end I changed a whole lot of things and I didn't really keep track of all of them. You might not recognize the entity layout now though. I also added a third chapter and it seems to work for the most part, but I wouldn't be surprised if you find a way to break it though!

Here it is: https://www.dropbox.com/s/igxfwis34pnq7v6/jump_story_a4.rar?dl=0


Dr Gains

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