Custom pause menu help

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  • hey guys, I'm trying to implement a custom pause menu and the game is an infinite scroller.

    thing is, there are waves of random objects that are being created and timers (tried both counters or clock object) to wait for the next wave or something. now, when I save, I close the entire game "engine" group, and upon unpausing, reopen the engine group.

    everything is good, except the timers I made to 'wait' for the next wave, gets reset every time the game unpauses.
    example - there's a random wave generator, and it has a condition like "if the random generator is XXX, set the timer/counter to XXX (seconds)".
    when pausing, the counter/timer pauses alright (either setting the timer to pause or checking every second to subtract 1 from counter -- since the group is closed, it won't sub anything from the counter).
    now when the group is reopened, I understand this line will be read again, even if the counter/timer was already running before pausing, causing it to reset every time I unpause.

    I was looking for something like "if the random generator is XXX, set the timer/counter to XXX (seconds) but only if the game wasn't 'unpaused' amidst this"

    I hope I was somewhat clear lol...

    what would be the best way to overcome this?? thanks!

  • Without knowing how your game actually works, can you not make a value timer which always counts from start to end of a game, so that will pause also? If you know what I mean.

    I pause my game by disabling about 90% of the events (I don't disable some stuff because it's not gameplay related) and I used to have a problem where the game would repeat an event even though it had already been run because it was closed and opened again, my method for fixing this was to leave that stuff out of the paused groups or reworked how it would work.

    Not very helpful am I :(

  • hey that shed me some light... I managed to do something (like upon pausing changing the random generator to something unused, and made something like "if the random number is XX, set timer to XX sec, BUT only if the random number is not XUNUSEDX", and it works, but you know, the "code" is getting messy...)

    and yes, I paused like >90% of the events as well, might just leave the timers out somehow... or I might redo everything later...

    but thanks, you were helpful! :)

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