Enderkevin13 Posted August 12, 2015 How many tics equal 240 seconds? This is a serious question, i'm trying to do something. 0 Share this post Link to post
Mithran Denizen Posted August 12, 2015 A second is ~35 tics, so 35 * 240 = 8400. I have a feeling you could've worked this out yourself. Edit: heh, I'm stupid. 0 Share this post Link to post
baja blast rd. Posted August 12, 2015 240 seconds = 198.412698 microfortnights 0 Share this post Link to post
Enderkevin13 Posted August 13, 2015 Now how do I make it where it kills the player if they run out of time? 0 Share this post Link to post
dew Posted August 13, 2015 Barrels. Crushers. Maybe even conveyors if you're feeling really bay. 0 Share this post Link to post
Enderkevin13 Posted August 13, 2015 No, I mean as in scripting? Plus, it takes place outdoors, with few indoor areas. 0 Share this post Link to post
Doomkid Posted August 13, 2015 here's a good example of "After the time runs out your die" where the blue poles lowering are the "timer". http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/m-o/ocd-doom.zip Im sure you can see what he did and emulate that. 0 Share this post Link to post
Ancalagon Posted August 13, 2015 crushing a voodoo doll with barrels around it is the easiest way 0 Share this post Link to post
Enderkevin13 Posted August 13, 2015 Final question, how do I stop a script after an event occurs? For example, after killing an enemy, the script stops? I tried Script_Suspend, but that didn't work. 0 Share this post Link to post
Edward850 Posted August 13, 2015 You can receive answers faster and ask vastly less repetitive questions with this one simple trick. Click here to find out how. 0 Share this post Link to post
Enderkevin13 Posted August 13, 2015 Edward850 said:You can receive answers faster and ask vastly less repetitive questions with this one simple trick. Click here to find out how. I viewed those pages already, didn't solve my problem. Also, to be clearer, it's an ENTER script. Should it be a RETURN script? 0 Share this post Link to post
Edward850 Posted August 13, 2015 You're clearly not reading the wiki at all. And both the Suspend and Terminate examples spell out the answer to you.An ENTER script is multi-state, executed by each spawned player, and cannot be suspended/terminated externally. RETURN clearly won't change anything at all, other than when the player script is running (on map return in a hub rather than first entry). 0 Share this post Link to post
Enderkevin13 Posted August 13, 2015 Edward850 said:You're clearly not reading the wiki at all. And both the Suspend and Terminate examples spell out the answer to you.An ENTER script is multi-state, executed by each spawned player, and cannot be suspended/terminated externally. RETURN clearly won't change anything at all, other than when the player script is running (on map return in a hub rather than first entry). I read them like 20 times in the last 10 minutes. I tried terminate, suspend, everything. NOTHING WORKS. I just wanna make it where it'll terminate when I activate an object. 0 Share this post Link to post
Z0k Posted August 13, 2015 Look, i think there its no way to stop the script if you give it the behavior "Enter" so suspend wouldnt work. its been a long time i mapped for zdoom/gzdoom format, but the way i would do this, first the script that its a timer to kill the player would make it a "(void) script" and i would activated it by a line that player cross from start or by picking up an item, so now if you use the "suspend" behavior would work because your script its (Void) nature. give it a try in the way i tell you im sure that should work 0 Share this post Link to post
Enderkevin13 Posted August 13, 2015 One more question, how many ticks equal a minute? 0 Share this post Link to post
BaronOfStuff Posted August 13, 2015 Whatever the calculator shows you. It's basic mathematics. Stop being so goddamn lazy. 0 Share this post Link to post
Z0k Posted August 13, 2015 Enderkevin13 said:One more question, how many ticks equal a minute? well you know that 1 min its equal to 60 secs and you know that 35 tics its 1 sec, so you only need to do the following 60 * 35 = and you will get the answer you look for 0 Share this post Link to post
Gez Posted August 14, 2015 Enderkevin13 said:One more question, how many ticks equal a minute? 2142. 0 Share this post Link to post
GreyGhost Posted August 14, 2015 Enderkevin13 said:One more question, how many ticks equal a minute? Are we talking stopwatch or torsion pendulum clock? 0 Share this post Link to post
Cupboard Posted August 14, 2015 You know as well as I do the only answer to that is to place both time-keeping apparatuses on sturdy boats and sail them across the Atlantic, from one continental plate to the opposite plate, then we'll decide whose time-keeping is more accurate. ;) 0 Share this post Link to post
Enderkevin13 Posted August 14, 2015 For those who are calling me lazy for asking math related stuff: 1. I didn't know about the search function until later. 2. Math has never liked me. :c Anyways, I'm having trouble with slopes. I use GZDB now, and I started using the "Slopes" tab for slopes. Thing is, there are no slopes. Anyway to fix this and get the slopes to appear? 0 Share this post Link to post
GreyGhost Posted August 15, 2015 TheCupboard said:You know as well as I do the only answer to that is to place both time-keeping apparatuses on sturdy boats and sail them across the Atlantic, from one continental plate to the opposite plate, then we'll decide whose time-keeping is more accurate. ;) Will the boats be moving fast enough for Doppler shift to influence the results? 0 Share this post Link to post
printz Posted August 15, 2015 Gez said:8571 tics. Gez said:2142. What is this supposed to mean? Are you simply posting some randomly erroneous numbers, or did you do it based on some drift that the Doom tics might have from the expected 1/35 second? 0 Share this post Link to post
Gez Posted August 15, 2015 A tic lasts 1/35th of a second, right? So how many milliseconds does that make? 28.571428571428571428571428571429... milliseconds. Problem is, not many OSes/libraries let you use floating point values for milliseconds in waiting and synchronizing functions, so a tic ends up lasting exactly 28 milliseconds. So 35 tics end up lasting only 0.98 seconds. 0 Share this post Link to post
Linguica Posted August 15, 2015 Gez said:A tic lasts 1/35th of a second, right? So how many milliseconds does that make? 28.571428571428571428571428571429... milliseconds. Problem is, not many OSes/libraries let you use floating point values for milliseconds in waiting and synchronizing functions, so a tic ends up lasting exactly 28 milliseconds. So 35 tics end up lasting only 0.98 seconds. I can't tell if this is a troll or not. 0 Share this post Link to post
Enderkevin13 Posted August 16, 2015 This thread is irrelevant now. The questions are answered, and people are adding irrelevant info. 0 Share this post Link to post
baja blast rd. Posted August 16, 2015 This thread is about whether a cyberdemon is a boss or an enemy. 0 Share this post Link to post