Sparrowhawk
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- Joined
- Nov 8, 2008
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Current problem is I need an elapsed timer that counts exactly 7:30... But if you play it on battle.net (on fastest game speed) the timer is actually considerably faster than 7:30.
One possible option is obviously to find out exactly how fast it is and compensate then but I was wondering if there's just some other very obvious/easy way that I haven't found that will fix this problem..?
[edit] - Encountered a second problem, so I figured I'd post that in here too..
The core of my map requires tracking a players PSI... But it seems more difficult than it originally appear... the problem being that using the "command" conditions is a straight shot of X amount of units(e.g. Player X commands at least XXX [men])... It doesn't seem to count psi, but actual unit count. So if I need 190/200 psi, but I have say 70 (70x2 = 140 psi) zealots and 50 probes (140 psi + 50 psi = 190 psi). That is infact 190 psi, but only 120 units.
So you can see where my problem is...
One possible option is obviously to find out exactly how fast it is and compensate then but I was wondering if there's just some other very obvious/easy way that I haven't found that will fix this problem..?
[edit] - Encountered a second problem, so I figured I'd post that in here too..
The core of my map requires tracking a players PSI... But it seems more difficult than it originally appear... the problem being that using the "command" conditions is a straight shot of X amount of units(e.g. Player X commands at least XXX [men])... It doesn't seem to count psi, but actual unit count. So if I need 190/200 psi, but I have say 70 (70x2 = 140 psi) zealots and 50 probes (140 psi + 50 psi = 190 psi). That is infact 190 psi, but only 120 units.
So you can see where my problem is...