Timing
Everything about timers: what starts, stops and cancels a run, checkpoints and splits, how time is measured, and how a result becomes a record.
| File | What |
|---|---|
| triggers.md | The timer volumes in a map: start, stop, cancel, checkpoint, stage, filters, reset |
| clock.md | How time is measured: the exact clock, and UrT's 50 ms time for classic comparison |
| results.md | From a finish to a record: personal bests, splits, verification, boards |
The model in one picture#
spawn ──► [START route 1] ──► [CP 1] ──► [CP 2] ──► [STOP route 1]
│ │
│ [CANCEL] (fell off: run over)
└──► [START route 2] ──► … ──► [STOP route 2]
- One player has at most one running timer. Starting another route replaces it.
- Gates can be shared: several routes can use the same start, stop or checkpoint, and differ in which checkpoints they require (triggers.md).
- The finish time is the time between passing START and passing STOP of the same route.
- The timer events drive everything that shows time: the HUD timer, the timetable, race-ghost deltas, the scoreboard and the boards.
Classic maps#
UrT's own entities (ut_jumpstart, ut_jumpstop and ut_jumpcancel, fired by
trigger_multiple, with the route in "type") and Fliserv's ut_jumpcheckpoint are imported
as typed gates, so classic maps get the same timing as Airtime maps.