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modding:xml:game_seconds

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modding:xml:game_seconds [2012/09/02 07:00] – It only didn't work in that case because there was a random ' ' and not an empty line star_weavermodding:xml:game_seconds [2014/12/27 04:40] (current) – external edit 127.0.0.1
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-FIXME --- //Sohow are ticks and game seconds used in modding again?// +In Transcendencea **game second** is a unit of time measurementAn actual second is equivalent to 30 tickswhich in turn is equivalent to 60 game seconds. Certain parameters use ticks as a unit of measurementand some events are called after specific intervals measured in ticks. For instance: 
- +  * If a weapon with a fireRate of 6 is fired continuously, it will wait 6 ticks (0.2 seconds) between shots; thusits fire rate is 5 shots per second
-//Most of the time, I think always in script functions, time is expressed in ticksJust to be annoyingthere are some device attributes like shield regen that are specified in game seconds or 'per 180 ticks' instead...// +  * A weapon that has counterUpdateRate of 60 will recharge the capacitor every 60 ticks (2 seconds)by the amount stated in its counterUpdate
- +  A shield with depletionDelay of 90 and regenTime of 30 will, upon total depletion, wait for 90 ticks (3 seconds)before recharging itself by the amount stated in its regenHP every 30 ticks (1 second). 
-Alsonote that some events like <OnUpdate> don't mention how many ticks pass before they are called again. For <OnUpdate>, it's usually 30 ticks, and <OnUpdate> on overlays is 20 ticks IIRC+  * All <OnUpdate> events are called every 15 ticks (0.5 seconds).
- +
-//Overlays is 15, I only remember because i've made realtime countdowns with them, and it's slower on items on npcs (or there'seperate onnpcupdateI forget...)// +
- +
-In Transcendence, a **game second** is unit of time measurement. An actual second is equivalent to 30 ticks, which in turn is equivalent to 60 game seconds.+
modding/xml/game_seconds.txt · Last modified: 2014/12/27 04:40 by 127.0.0.1