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Senior Member
How to build a Gameclock that displays the correct ingame time?
this is just weird and i dont understand how the game works 
if i end the track with an Impulse -> End Event my custom clock is working so far, because of the tick delay.
but if i pass the finishline this delay is not used at all... and this is the point where i stuck!
i used the Game Variable Datasource (Type: Time / Stop time in finish) 1 tick = 0,0166666666666667
how do i calculate this if no "real" ticks are used??? help mutetus!
AONESx835 did this on evo, so there must be a way to get this to work somehow: https://www.youtube.com/watch?v=cCymbs5dbcg
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Member
I thought you did it ? lol
Btw i got the same result than you on evo but without so maybe impluses etc...
And as i said, i stoped after 2 hours of searching ...
Btw, did you try the other "challenge" about the run/replay ? with the other track of aones ?
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Senior Member
can't you just add +1 or -1 to the gametime? depending on the trigger?
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Senior Member
hm? what do you mean? 
1 tick = 0,0166666666666667 sec ... why should i add +1 or -1 ?
as you can see in the video, if i use triggers to end the track the clock is working BUT if i pass the finish line its not.
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Member
He Core2TOM, and if you just simply turn off the "stop time in finish" checkbox and then turn it back on immediately, or one tick after you cross the finish?
btw, did you use this setup for your clock?
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Senior Member
oh my mistake
i thought it was an tick delay error
but watching again i think its because the game timer being more accurate than a tick
if you use an end event you'll get less accurate times
i think you can make the finish checkpoint less accurate by making it into a trigger i guess or linking it to an end event too so now they would corespond again
not sure if there is a way to make it more accurate instead
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Senior Member
hi rishaan,
if i dont "stop time in finish" the clock is still running after the track has ended. this is not what i want.
i also tried to turn off "stop time in finish" and used a state event to just deactivate the intervall trigger.
and time datasource +1 doesnt work either.
i made my own setup, but seems like its the same like in your link = same problem.
the problem is if you use impulses to end the game (end event) you will ALWAYS get one of those:
0.016 ... 0.033 ... 0.050 ... 0.066 ... 0.083 ... 0.100 ... 0.116 ... 0.133 ... 0.150 ... 0.166 ... 0.183 ... 0.200 ... 0.216 ... 0233 ... 0.249 ... 0.266 ... 0.283 ... 0.300 ... 0.316 ... 0.333 ... 0.350 ... 0.366 ... 0.383 ... 0.400 ... 0.416 ... 0.433 ... 0.449 ... 0.466 ... 0.483 ... 0.499 ... 0.516 ... 0.533 ... 0.550 ... 0.566 ... 0.583 ... 0.600 ... 0.616 ... 0.633 ... 0.650 ... 0.666 ... 0.683 ... 0.700 ... 0.716 ... 0.133 ... 0.750 ... 0.766 ... 0.783 ... 0.800 ... 0.816 ... 0.833 ... 0.849 ... 0.866 ... 0.883 ... 0.899 ... 0.916 ... 0.933 ... 0.949 ... 0.966 ... 0.983 ... 1.000... etc.
try it out for yourself
for example: thats why those xp grinding tracks all end at 0.016 sec
but if you pass the finishline you can get any time value and the game is not working with those ticks, do you know what i mean?
btw i havent seen anyone who got this to work in fusion. maybe something was different in evo (?)
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Member
I remember when i talked to aones on evo about something else, he said with the code you can show more than 3 numbers after the decimal point. For example: when you got 30.212, we could display 30.21256 and maybe more.
But the code is very complicate to make i think
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Member
He, I think the set-up from the link and yours is different. What yours does is, if I see it correctly, working its basis counting from the interval trigger, (the one on top that is linking to the variation events, if that is a interval trigger, can't see it in the clip.) So you'll always be dependent on the ticks, What the other one does is just reading from the timer and gives an output based on what the coding does.
edit: from what I can see from your setup the variations continously change by using events that use ticks, so they will always count in 0.016. The other one continously record a number but only outputs after the finish.
So for example the 1000th number gives out a 4 when you finish. The timer(game variable datasource) stops and so the number 4 stays number four instead of an increment of 0.016. Now you can filter that result so that the number 4 in your timer will be visible. That's my best guess, it could be all just rubbish, but it seems logical to me, if that setup really works how it should be. I haven't tried that setup and it hasn't been completed so it might just doesn't even work.
edit: the logic is from dasraiser.
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Senior Member
i dont understand what you say, sorry
my english is not the best
anyway i found a bug in my setup, so i used dasraiser´s flowchart (only the 10ths, 100ths, 1000ths) but its also not working properly if i pass the finishline = might be the same problem.
after the finish: the camera shows my setup first and switch to dasraiser´s setup after that to compare the results:
... this is a nightmare!