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Thread: My custom pause creates a "jump" in this objects movement.

  1. #1
    Clicker Fusion 2.5 (Steam)

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    Question My custom pause creates a "jump" in this objects movement.

    Hi,

    I created a moving platform (Group.Movable) which works as intended.

    The problem is that whenever I hit pause for the first time the movement will stop, and when I hit pause again to end the pause the movement seem to have continued in the background and the platform will have changed its position from when the pause was initiated.

    The logic for this movement is: "Init X( "Group.Movable" ) + Sin(( timer - TimeOffset( "Group.Movable" ) ) / Time( "Group.Movable" )) * Amp( "Group.Movable" )".


    I included both the standard pause and my custom pause in this example.


    Anyone know why this is not working and what I could do to solve this?
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  2. #2
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    You have to pause the timer Fusion build in pause does it automatically.

  3. #3
    Clicker Fusion 2.5 (Steam)

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    Hmm, how do I pause the built in timer? I've never done that and I can't find any option for that in the event editor.

  4. #4
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    Well ... »\_(ツ)_/» ... there is no way without the pause function as far i know

    I had the same issue in the past, thats the reason why i always make my own timer, just make a variable like var_gameTime and set this variable "always to itself+1" and put it inside your sin formula.

  5. #5
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    To speed or slow down just add more or less to the var_gameTime.
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  6. #6
    Clicker Fusion 2.5 (Steam)

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    That seems to work great! Thanks a lot!

    Though, it would be great if there was an option to pause the built in timer.

  7. #7
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    @vSv i see now in the Date & Time object there is a stopwatch function it also has pause.

  8. #8
    Clicker Fusion 2.5 (Steam)

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    Thank you for pointing that out! But when I tried the Date & Time object I had to add more conditions for everything to work. Perhaps I did something wrong?
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  9. #9
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
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    Quote Originally Posted by vSv View Post
    Though, it would be great if there was an option to pause the built in timer.
    Well, you basically can, with a fairly simple workaround:


  10. #10
    Clicker Fusion 2.5 (Steam)

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    Oh, that's really good to know! Thanks Volnaiskra!

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