reg: explanation how timer works
I was always was wondering how kz timer works (entity to entity) and why it has timer bugs...
I mean explanation like this:
"player" triggers "func_button" what searches for some other entity with "targetname" as "lalalal" what does something....
hehe, my hammer will send weird message to me now, when i try to open timecounter.map to view entities, if i can fix it then im gonna explore it again. But timer works with func_trains. Theres also alots of entities like multi manager, trigger_changetarget etc. All the numbers are in timecounter, they all are func_train, path_corners (a target where func_train will go) are in front of timer. So, func_trains teleports itself to path_corner and you will see a time. func_buttons are connected with multi_managers. So, when you press a button, multi_manager is triggered, and multi_manager triggers func_trains and so on.
well, yeah its based on func_trains moving the numbers around so that certain ones will be visible at the right time. Some more experienced mapper may correct me on this, but timer bugs may occur because func_trains dont always work perfectly. I've had a trash an entire map because they wouldn't do what they're supposed to.
Wouldn't it be easier to use smt like sprites with specified framerate and buttons activate/deactivate it. Is smt like that possible? And will it work? If i'm right, it's possible to make even 0.01 seconds with it. Plus it wont contain timer bug.
you can do it !
but what about all the maps that currently exist ? change the timer on those too [all current wr's wont count anymore] ?
My idea would be two demo lists:
1. Classic (current one).
2. Modern (new idea - have even 3 of them).
P.S. Can any mapper contact me plz? wanna test them - I'm not a mapper, but know how entities should work. Steam: skype: msn:
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