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Author Topic: Alien wave counter  (Read 7439 times)

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Offline Aesgaard

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Alien wave counter
« on: August 24, 2007, 08:22:46 pm »
would love for an alien wave counter for 0.4.1, the counter was a really helpfull tool :D
-*tinkers*-

Offline Temar

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Re: Alien wave counter
« Reply #1 on: August 25, 2007, 02:41:12 am »
thats easy isnt it like cuz they come at set intervals right?

Offline Aesgaard

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Re: Alien wave counter
« Reply #2 on: August 25, 2007, 03:41:57 am »
Yeah, had the counter on bebot 0.2.11 was pretty nifty but I didnt dare put it on 0.4.1 cause I'm afraid it'll collide ? :P Is it safe ?
-*tinkers*-

Offline Ebag333

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Re: Alien wave counter
« Reply #3 on: August 25, 2007, 07:33:04 am »
I had one at one point, but it got lost. :(

Offline Metaphblade

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Re: Alien wave counter
« Reply #4 on: August 25, 2007, 03:41:50 pm »
the 2.1 version will not work with 4.1........i already tried, lol

Offline Blueeagle

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Re: Alien wave counter
« Reply #5 on: August 26, 2007, 02:35:54 am »
As far as I know (which is rumors at best) is that the timer for the next waves starts when the hacker goes down. So the time between waves isn't fixed. However if this isn't the case then it's just a matter of finding the time between waves and pang you've got a module.
The only problem that can't be solved by adding another wrapper is having too many wrappers.

Offline Aesgaard

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Re: Alien wave counter
« Reply #6 on: August 26, 2007, 03:21:11 am »
Well, I still wish I knew how lol :P 2.1 addon was uber, but it had to be fixed timer, cause due to bot knowing cloak disabled, then counting waves starting from on on the second for each wave
-*tinkers*-

Offline Wolfbiter

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Re: Alien wave counter
« Reply #7 on: August 26, 2007, 06:07:32 am »
I think it's 5min from cloak to first wave, then 3min for 2nd wave, and then 2min between each. There is a list in a precious counter discussion, and the 2.1 script will have the correct timers if it worked.
Too many toons.

Offline Blueeagle

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Re: Alien wave counter
« Reply #8 on: August 27, 2007, 12:50:54 am »
So this could theoretically be started by the message that someone disabled the cloak then? Perhaps as an option. If someone can post the exact times of the waves from the cloak is disabled I'm sure this won't take long to implement.

IMO it's a worthwhile feature to have.
The only problem that can't be solved by adding another wrapper is having too many wrappers.

Offline Aesgaard

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Re: Alien wave counter
« Reply #9 on: August 27, 2007, 05:09:14 am »
It used to be a 2.11 addon, could someone with massive ammounts of skills (not me obviously :P) please modify it and work it into bebot 4.1 ?
-*tinkers*-

Offline Blueeagle

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Re: Alien wave counter
« Reply #10 on: August 27, 2007, 07:52:12 am »
I can't seem to find such a module in the SVN repository so it must have been a custom module. If you can find it and post it I guess I can make some sense of it.
The only problem that can't be solved by adding another wrapper is having too many wrappers.

Offline Lawbrkr

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Re: Alien wave counter
« Reply #11 on: August 27, 2007, 06:03:04 pm »
This post http://bebot.link/index.php/topic,642.0.html has information on the waves.

Offline Hyde

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Re: Alien wave counter
« Reply #12 on: August 28, 2007, 01:42:59 am »
I timed it out for a IGN plugin awhile back. Unless my timings were off (and I never had a mistake in the plugin when farming, I used it 30+ times) then the info in the other post are off.

Posting my text file with a couple of additions below. Had most of this already done on a different forum.

* Start counting from the time you see this:
"Your radar station is picking up alien activity in the area surrounding your city"

* Timers for each step ... the number in parentheses is the time that has progressed since cloak off, no need to display it. Displaying the time since wave 1 OR the time until wave 8 can be useful.

* The text after is what I displayed in chat from my plugin. It was spammy, it was for a farming org. Options for displaying only certain steps would be useful (I was going to install it for our org with skipping wave 2 through 6 display, but I never did). I put the colors in here too, but they won't look right on a forums display. "Aliens" and "POP" = green, "1.5m", "NEXT" and "General" = red, wave number = yellow, rest is default color. Worked well for me.

* A simple ++ incrementer will let you reuse a text function for the wave number. Just remember to add the extra 30 seconds it takes to get from wave 1 to wave 2.

* Simple math ... it is 2.5 minutes from wave 1 to wave 2. It is 2 minutes for each wave thereafter including the General. There are 8 waves before the General.

(00:00) Aliens in 5m
(03:30) Aliens in 1.5m
(05:00) POP 1 ... Wave 8 in 14.5m
(07:30) POP 2
(09:30) POP 3
(11:30) POP 4
(13:30) POP 5
(15:30) POP 6
(17:30) POP 7 ... Wave 8 NEXT
(19:30) POP 8 ... ALL Raiders OUT
(21:30) POP General

Doctorhyde/Jexyll/Goraud@RK2

Offline Bart

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Re: Alien wave counter
« Reply #13 on: August 29, 2007, 06:11:52 pm »
This post http://bebot.link/index.php/topic,642.0.html has information on the waves.

As I have learned recently, I cannot code my way out of a paper bag using a knife.. is there anyway to port jj's timer to 4.1?

Offline Aesgaard

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Re: Alien wave counter
« Reply #14 on: August 30, 2007, 04:58:09 am »
This post http://bebot.link/index.php/topic,642.0.html has information on the waves.

Yeah, this is the module I was refering to, JJ's, is this compatible with 0.4.1?
-*tinkers*-

 

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