How do you make a counter increase every second?

How do you make a counter increase every second?

Get a Lifecycle (Game Start), Repeater (Task Interval 1.0 seconds, stop strategy when receiving on channel but don’t put a channel) and a Counter.

(Lifecycle) Event Occurs —> (Repeater) Start Repeater

(Repeater) Repeater Runs Task —> (Counter) Increment Counter

Wire Repeater Clock

(Lifecycle) Event Occurs —> (Wire Repeater 1) Repeat the wire pulse!

(Wire Repeater 1) When the wire repeater receives a pulse… —> (Wire Repeater 2) Repeat the wire pulse!

(Wire Repeater 2) When the wire repeater receives a pulse… —> (Wire Repeater 1) Repeat the wire pulse!

(Wire Repeater 1) When the wire repeater receives a pulse… —> (Counter) Increment Counter

(Wire Repeater 2) When the wire repeater receives a pulse… —> (Counter) Increment Counter


Trigger Clock

(Lifecycle) Event Occurs —> (Trigger) Trigger

(Trigger 1) Triggered —> (Trigger 2) Trigger

(Trigger 2) Triggered —> (Trigger 1) Trigger

(Trigger 1) Triggered —> (Counter) Increment Counter

(Trigger 2) Triggered —> (Counter) Increment Counter

2 Likes

Hey hey hey, remember, NO MORE REPEATERS!

Just use 2 wire repeaters, at the bare minimum.

5 Likes

Well, some maps aren’t that big so in that case, repeaters would be fine.

But 2 wire repeaters take a whole lot less memory than 1 repeater.

3 Likes

Even if they aren’t that big it’s much more viable to use a Wire Repeater or Trigger Clock.

Use a Wire Repeater when wanting to make a Mini-Repeater that doesn’t require much settings.
(I.e Regenerating Health)

Use a Trigger when you need a cheaper version of the Repeater.

NEVER use the Repeater.

Looks at Repeater :repeat: charging us 400 memory for something that can be done with 80 and 10 memory respectively.

1 Like

Exactly.

3 Likes

This topic was automatically closed 3 hours after the last reply. New replies are no longer allowed.