Timers: Difference between revisions

From SigMod
Jump to navigation Jump to search
(Updated the Text-Based Timer info to include my new version of the timer. Allows more customization and is all around more stable)
Line 7: Line 7:
=== Text-Based Timer ===
=== Text-Based Timer ===


# Add the template to your mission by adding <code>#base reverse_timer_text.pop</code> to the top of your popfile
# Add the template to your mission by adding <code>#base reverse_timer_text_v2.pop</code> to the top of your popfile
# Trigger <code>realtimer</code> using a WaveSpawn output such as FirstSpawnOutput
# Add this block of text at the top of each of your Wave{} blocks<syntaxhighlight lang="javascript">
# Send the <code>CancelPending</code> input to <code>realtimer</code> instead of <code>Trigger</code> to pause the timer, it can be restarted by re-triggering
SpawnTemplate texttimerv2
InitWaveOutput
{
Target gamerules
Action runscriptcode
////////////////////////////////////////////////////////////////////////////////
//  ::clock <- `minutes|seconds|color|logic_relay triggered on depleted timer`
Param                 "::clock <- `10|00|0 255 255|timerfinish1`"
////////////////////////////////////////////////////////////////////////////////
}
</syntaxhighlight>
# Send a <code>SetValue</code> input to <code>addtime</code> with a parameter of a number to add or remove time from the timer
# Send a <code>CallScriptFunction</code> input to <code>timerdisplay</code> with a parameter of <code>timerpause</code> to pause the timer, or <code>timerunpause</code> to unpause instead


=== Boss Bar Timer ===
=== Boss Bar Timer ===

Revision as of 16:11, 25 September 2023

Both timer templates shown above

Two 15 minute timer templates that will fail the wave once reaching zero. One is text based while the other utilizes the Halloween boss health bar. Instructions on how to change the countdown time can be found in the template files listed below.

How to use

Both timers are simple to use and can be added into any mission running on our servers.

Text-Based Timer

  1. Add the template to your mission by adding #base reverse_timer_text_v2.pop to the top of your popfile
  2. Add this block of text at the top of each of your Wave{} blocks
    SpawnTemplate texttimerv2
    InitWaveOutput
    {
    	Target gamerules
    	Action runscriptcode
    			////////////////////////////////////////////////////////////////////////////////
    			//  ::clock <- `minutes|seconds|color|logic_relay triggered on depleted timer`
    	Param	                 "::clock <- `10|00|0 255 255|timerfinish1`"
    			////////////////////////////////////////////////////////////////////////////////
    }
    
  3. Send a SetValue input to addtime with a parameter of a number to add or remove time from the timer
  4. Send a CallScriptFunction input to timerdisplay with a parameter of timerpause to pause the timer, or timerunpause to unpause instead

Boss Bar Timer

  1. Add the template to your mission by adding #base reverse_timer.pop to the top of your popfile
  2. Add SpawnTemplate "timertest" [$SIGSEGV] to WaveSchedule, same place as StartingCurrency
  3. Trigger showtimer using a WaveSpawn output such as FirstSpawnOutput to display the bar on the HUD
  4. Trigger timer_relay to begin the countdown
  5. Send the CancelPending input to timer_relay instead of Trigger to pause the timer, it can be restarted by re-triggering

Boss bar limitations:

  1. Only one Tank/Chief boss bar can be present at once without overlapping
  2. Overrides Halloween boss bar, meaning a Halloween boss cannot be used alongside this
  3. Size of the bar cannot be changed, only the rate it decreases

Templates

Text based timer: https://testing.potato.tf/tf/scripts/population/reverse_timer_text.pop

Boss bar timer: https://testing.potato.tf/tf/scripts/population/reverse_timer.pop