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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.

FileWhat
triggers.mdThe timer volumes in a map: start, stop, cancel, checkpoint, stage, filters, reset
clock.mdHow time is measured: the exact clock, and UrT's 50 ms time for classic comparison
results.mdFrom 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.