POP1 MAP ARCHIVEby CrosseyedSensei

Timers

A Timer event repeats its actions at a set interval.

12 of 126 maps with captured rules use it.

Events to build

7 versions across 12 maps. The most used comes first; each is complete, with the functions, buffs, roles and variables it needs. The number in a function call matches the heading of that event in this list.

Version 1 · 6 maps

As built in BLUE, MUSHY 2, ROMULUS, SEAN0311, THE WHITE HOUSE, THE WITCHES.

Create these first:

Variables

NameScopeTypeDefault ValueReset Each Round
TIMERGlobalNumber0No
  1. Event 14: Timer

    1. Add Event · Trigger: Timer · Interval: 1the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Add Variable · Variable: TIMER · Value: 1

Version 2 · 1 map

As built in BACKROOMS.

  1. Event 3: Timer (TIMER MONSTER)

    1. Add Event · Trigger: Timer · Name: TIMER MONSTER · Interval: 5the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Enable Fields · Value: 1
    4. + Action Yield · Value: 1
    5. + Action Disable Fields · Value: 1
    6. + Action Enable Fields · Value: 2
    7. + Action Yield · Value: 1
    8. + Action Disable Fields · Value: 2
    9. + Action Enable Fields · Value: 3
    10. + Action Yield · Value: 1
    11. + Action Disable Fields · Value: 3
  2. Event 8: Timer (TIMER 2 big monster)

    1. Add Event · Trigger: Timer · Name: TIMER 2 big monster · Interval: 10the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Enable Fields · Value: 4
    4. + Action Yield · Value: 2
    5. + Action Disable Fields · Value: 4

Version 3 · 1 map

As built in GHOST SHIP.

  1. Event 7: Timer (BAT ANI)

    1. Add Event · Trigger: Timer · Name: BAT ANI · Interval: 0the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Enable Fields · Value: 11
    4. + Action Disable Fields · Value: 12
    5. + Action Disable Fields · Value: 13
    6. + Action Disable Fields · Value: 14
    7. + Action Yield · Value: 0
    8. + Action Disable Fields · Value: 11
    9. + Action Enable Fields · Value: 12
    10. + Action Disable Fields · Value: 13
    11. + Action Disable Fields · Value: 14
    12. + Action Yield · Value: 0
    13. + Action Disable Fields · Value: 11
    14. + Action Disable Fields · Value: 12
    15. + Action Enable Fields · Value: 13
    16. + Action Disable Fields · Value: 14
    17. + Action Yield · Value: 0
    18. + Action Disable Fields · Value: 11
    19. + Action Disable Fields · Value: 12
    20. + Action Disable Fields · Value: 13
    21. + Action Enable Fields · Value: 14
    22. + Action Yield · Value: 0
    23. + Action Disable Fields · Value: 11
    24. + Action Disable Fields · Value: 12
    25. + Action Enable Fields · Value: 13
    26. + Action Disable Fields · Value: 14
    27. + Action Yield · Value: 0
    28. + Action Disable Fields · Value: 11
    29. + Action Enable Fields · Value: 12
    30. + Action Disable Fields · Value: 13
    31. + Action Disable Fields · Value: 14
    32. + Action Yield · Value: 0
  2. Event 9: Function (SOUND boo)

    1. Add Event · Trigger: Function · Name: SOUND booThis event is a generic function and can be called via the "Call Global Function" action.
    2. Selection: All Players
    3. + Action Play Sound · Value: sound #23the editor's sound list order is not recoverable from the game files
  3. Event 10: Timer (GHOST ANI on ships)

    1. Add Event · Trigger: Timer · Name: GHOST ANI on ships · Interval: 0the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Enable Fields · Value: 1
    4. + Action Disable Fields · Value: 2
    5. + Action Yield · Value: 1
    6. + Action Disable Fields · Value: 1
    7. + Action Enable Fields · Value: 2
    8. + Action Yield · Value: 1
  4. Event 11: Timer (BOO)

    1. Add Event · Trigger: Timer · Name: BOO · Interval: 60the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Call Function · Function: "SOUND boo" (Event 9)
    4. + Action Yield · Value: 1
    5. + Action Call Function · Function: "SOUND boo" (Event 9)
  5. Event 12: Timer (WAVE)

    1. Add Event · Trigger: Timer · Name: WAVE · Interval: 30the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Call Function · Function: "INCOMING WAVE" (Event 13)
    4. + Action Call Function · Function: "WARNING SOUND" (Event 14)
    5. + Action Yield · Value: 2
    6. + Action Enable Fields · Value: 21
    7. + Action Enable Fields · Value: 6
    8. + Action Call Function · Function: "WAVE SOUND" (Event 16)
    9. + Action Disable Fields · Value: 22
    10. + Action Disable Fields · Value: 23
    11. + Action Disable Fields · Value: 24
    12. + Action Disable Fields · Value: 25
    13. + Action Yield · Value: 1
    14. + Action Disable Fields · Value: 21
    15. + Action Enable Fields · Value: 22
    16. + Action Disable Fields · Value: 23
    17. + Action Disable Fields · Value: 24
    18. + Action Disable Fields · Value: 25
    19. + Action Yield · Value: 1
    20. + Action Disable Fields · Value: 21
    21. + Action Disable Fields · Value: 22
    22. + Action Enable Fields · Value: 23
    23. + Action Disable Fields · Value: 24
    24. + Action Disable Fields · Value: 25
    25. + Action Yield · Value: 1
    26. + Action Disable Fields · Value: 21
    27. + Action Disable Fields · Value: 22
    28. + Action Disable Fields · Value: 23
    29. + Action Enable Fields · Value: 24
    30. + Action Disable Fields · Value: 25
    31. + Action Yield · Value: 1
    32. + Action Disable Fields · Value: 21
    33. + Action Disable Fields · Value: 22
    34. + Action Disable Fields · Value: 23
    35. + Action Disable Fields · Value: 24
    36. + Action Enable Fields · Value: 25
    37. + Action Yield · Value: 1
    38. + Action Disable Fields · Value: 25
    39. + Action Enable Fields · Value: 7
    40. + Action Yield · Value: 5
    41. + Action Disable Fields · Value: 7
    42. + Action Yield · Value: 2
    43. + Action Disable Fields · Value: 6
  6. Event 13: Function (INCOMING WAVE)

    1. Add Event · Trigger: Function · Name: INCOMING WAVEThis event is a generic function and can be called via the "Call Global Function" action.
    2. Selection: All Players
    3. + Action Show Toast · Value: 0 · Message: INCOMING WAVE
  7. Event 14: Function (WARNING SOUND)

    1. Add Event · Trigger: Function · Name: WARNING SOUNDThis event is a generic function and can be called via the "Call Global Function" action.
    2. Selection: All Players
    3. + Action Play Sound · Value: sound #6the editor's sound list order is not recoverable from the game files
  8. Event 16: Function (WAVE SOUND)

    1. Add Event · Trigger: Function · Name: WAVE SOUNDThis event is a generic function and can be called via the "Call Global Function" action.
    2. Selection: All Players
    3. + Action Play Sound · Value: sound #15the editor's sound list order is not recoverable from the game files
  9. Event 17: Timer (GHOST ANI ON SIDES)

    1. Add Event · Trigger: Timer · Name: GHOST ANI ON SIDES · Interval: 0the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Enable Fields · Value: 3
    4. + Action Disable Fields · Value: 4
    5. + Action Yield · Value: 1
    6. + Action Disable Fields · Value: 3
    7. + Action Enable Fields · Value: 4
    8. + Action Yield · Value: 1

Version 4 · 1 map

As built in RISE OF THE DRAGON - GUN GAME.

Create these first:

Buffs

Effect values are listed per stack ("Value at 1-Stack / 2-Stack ...").

  • X-RAY #0Duration: 5.0 s · Notify · Icon colour #FFFFFF · Background colour #000000
    • X-Ray Vision (see enemy outlines): 0.0
  1. Event 5: Timer

    1. Add Event · Trigger: Timer · Interval: 0the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Enable Fields · Value: 1
    4. + Action Disable Fields · Value: 2
    5. + Action Disable Fields · Value: 3
    6. + Action Yield · Value: 1
    7. + Action Disable Fields · Value: 1
    8. + Action Enable Fields · Value: 2
    9. + Action Disable Fields · Value: 3
    10. + Action Yield · Value: 1
    11. + Action Enable Fields · Value: 3
    12. + Action Disable Fields · Value: 1
    13. + Action Disable Fields · Value: 2
    14. + Action Yield · Value: 1
  2. Event 7: Timer

    1. Add Event · Trigger: Timer · Interval: 30the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: All Players
    3. + Action Call Function · Function: "X-RAY" (Event 8)
  3. Event 8: Function (X-RAY)

    1. Add Event · Trigger: Function · Name: X-RAYThis event is a generic function and can be called via the "Call Global Function" action.
    2. Selection: All Players
    3. + Action Apply Buff · Value: buff "X-RAY"
    4. + Action Play Sound · Value: sound #10the editor's sound list order is not recoverable from the game files

Version 5 · 1 map

As built in SHOOTING UNDER INFLUENCE.

Create these first:

Buffs

Effect values are listed per stack ("Value at 1-Stack / 2-Stack ...").

  • TAKE A SHOT #0Duration: 15.0 s · Notify · Icon: E-Icon-Death · Icon colour #FFFFFF · Background colour #000000
    • Type "None": 0.0
  1. Event 1: Timer (SHOT)

    1. Add Event · Trigger: Timer · Name: SHOT · Interval: Random 0 - Value random 0 to 45the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: Random Player · Count: 2
    3. + Action Apply Buff · Value: buff "TAKE A SHOT"

Version 6 · 1 map

As built in SHOWDOWN.

Create these first:

Variables

NameScopeTypeDefault ValueReset Each Round
PLAYER 1GlobalObject (Player)0No
PLAYER 2GlobalObject (Player)0No
TGR CD TIMERGlobalNumber-1No
TGR CD TIMER SWGlobalNumber0No
DESTROY BUILDS GlobalNumber3No
DB SWGlobalNumber0No
T1GlobalNumber0No
T2GlobalNumber0No
T3GlobalNumber0No
T4GlobalNumber0No
T0GlobalNumber0No
  1. Event 5: Timer

    1. Add Event · Trigger: Timer · Interval: 1the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Condition Variable TGR CD TIMER (Global) Less Than or Equal 5
    4. + Condition AND Variable TGR CD TIMER SW (Global) Equal 1
    5. + Action Add Variable · Variable: TGR CD TIMER · Value: 1
  2. Event 11: Timer

    1. Add Event · Trigger: Timer · Interval: 1the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Condition Variable DB SW (Global) Equal 1
    4. + Action Add Variable · Variable: DESTROY BUILDS · Value: 1
  3. Event 12: Timer

    1. Add Event · Trigger: Timer · Interval: 1the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Condition Variable TGR CD TIMER (Global) Equal 0
    4. + Action Set Variable · Variable: T0 · Value: 1
    5. + Else Case
      1. Selection: None
      2. + Condition Variable TGR CD TIMER (Global) Equal 1
      3. + Action Set Variable · Variable: T1 · Value: 1
      4. + Else Case
        1. Selection: None
        2. + Condition Variable TGR CD TIMER (Global) Equal 2
        3. + Action Set Variable · Variable: T2 · Value: 1
        4. + Else Case
          1. Selection: None
          2. + Condition Variable TGR CD TIMER (Global) Equal 3
          3. + Action Set Variable · Variable: T3 · Value: 1
          4. + Else Case
            1. Selection: None
            2. + Condition Variable TGR CD TIMER (Global) Equal 4
            3. + Action Set Variable · Variable: T4 · Value: 1
  4. Event 22: Timer (VAR DEBUG)

    1. Add Event · Trigger: Timer · Name: VAR DEBUG · Interval: 0the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: None
    3. + Action Update Message Board · Value: Variable Null (Global) · Message: 1
    4. + Action Append Message Board · Value: Variable PLAYER 1.Object (Global) · Message: 1 ##
    5. + Action Append Message Board · Value: Variable PLAYER 2.Object (Global) · Message: 1 ##

Version 7 · 1 map

As built in SWARM.

Create these first:

Buffs

Effect values are listed per stack ("Value at 1-Stack / 2-Stack ...").

  • REV #1Permanent · Hidden · Icon colour #FFFFFF · Background colour #000000
    • Defib Charge Rate: 5.0
  1. Event 3: Timer (REV)

    1. Add Event · Trigger: Timer · Name: REV · Interval: 1the editor does not label this number's unitStart a timer which will execute your actions at a frequency determined by the expression on the right.
    2. Selection: All Players
    3. + Action Apply Buff · Value: buff "REV"

Seen in