Anybody have a good method of making a timer that starts at the beginning of a match and lasts longer than 2 minutes? I'm working on an object that needs to start moving at 3:50 into the match so that it is in the correct position at 4 minutes.
Put the delay timer of the script at 350. If it has to spawn or move this isn't to hard, If you want an object to rotate or move back and forth you will need the object to have 2 separate rate scripts with a repeat timers that coincide
I'm not sure what Art of Guilt is trying to say, so here's my solution: On script brains: Script 1: Initial delay: 110 Repeat: 120 Action: send message alpha Script 2: Initial delay: 120 Repeat: 0 Action: bravo on Script 3: (Multiple inputs required thing) Minimum: 2 If: bravo on And: message alpha Action: send message Charlie Script 4: Initial delay: 115 Repeat: 120 Action: send message delta Script 5: Initial delay: 120 Repeat: 0 Action: echo on Script 6: (Multiple inputs required thing) Minimum: 2 If: echo on And: message delta Action: bravo off Have your object move on message Charlie. If you have the time it takes to move set to 10 sec then it will start moving at 3:50 and finish moving at 4 min. These scripts can be on a script brain, but I'm not sure they'll all fit on one. Explanation: Script 1 will trigger at 110 sec (1:50) and then 230 sec (3:50) and every 120 sec increment after (only these first two are important to note) To send message charlie, bravo needs to be on. Bravo turns on at 120 sec, so it doesn't coincide with the message at 110 sec, but since its now on, both requirements will be met at 230 sec. This sends message charlie which should be used to activate whatever object you have. Scripts 4-6 are basically copies of the first scripts but these will culminate in turning bravo off at 335 sec (3:55) This prevents the scripts from sending another message to Charlie.
The problem is that timers don't go more than 120 seconds. Thank you @Rabid Hogs, I will try this as soon as I can. In theory it should work perfectly. I always test on visible objects before I switch to script brains.
What I was trying to say is you either need it to be a functional part of your map or you need a huge script brain that sends multiple messages. Prop 1 on delay spawn turn alpha power on. Prop 2 upon alpha power on send MSG to bravo. Prop 3 (your object) upon MSG to bravo spawn object. You'll need to take that 350 seconds and split it up between a number of other spawns, scripted objects. Object A (not seen) will cause a chain effect that will spawn your object.
I'm gonna test this idea for counters and sequences very soon, but it might work for extended timers too. Basically, just script a kill ball (that's out of the playing area) to move a set distance every time a trigger (message or timer) happens: KILL BALL (phased, I guess) (On Timer: Initial Delay=30: Repeat=100) {Move:Offset: X=10: Y=0: Z=0: Time=0.1, Local=Off} Then put something that will be destroyed by a kill ball (explosive, vehicle, turret, etc) 20 feet in the direction the kill ball will move and add a script to react when it gets destroyed. Make sure it won't respawn before the kill ball is clear: EXPLOSIVE (Respawn=Off or >100) (On Destoryed) {Message:Send: Channel=alpha} So the ball will move 10 units in the positive X direction every 100 seconds, starting 30 seconds after the match start. At 230-230.1 seconds the ball will destroy your object and send the message. Change up the channels, times, directions etc to suit your needs. I guess the ball will keep moving every 100 seconds... maybe aim it towards the sunset or a large pile of explosives.
Works almost perfectly! The only problem is there is 13 seconds that scripts start counting during the intro but not for other rounds so it will work fine if I add 5 extra seconds. Thanks so much!
Glad to hear it works. Make sure to have the initial delay on script 1 less than the initial delay on script 4. Other than that though changing the time should be fine. As a note, I'm not sure if powering a channel counts as a message, so I used different channels for each step. If power changing doesn't count as a message, then the amount of channels used could probably be condensed if needed, but I don't know.
What I like about this method is that it gives us a tighter 'clock' than the one second increments on repeat timers, which lets us Rube Goldberg rotation scripts a bit.