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Thread: Request: Local Timer/Auto-Destroy

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    Request: Local Timer/Auto-Destroy

    It would be great if we could set a local timer on an active object and track that with an event. This could be useful for all sorts of things. I actually tried doing this to get a shield object to go away after a certain amount of time (they were sticking around forever, increasing my object count and slowing the game to a crawl somewhere around 60 objects). When the object was created, I stored the seconds value (also tried 1/100 and 1/1000) in an Alterable Value, then made an event that compared that Alterable Value to the current timer. This actually worked fine - until I started shooting rapid-fire and multiple instances of the object existed at once. It seems the Alterable Value was global to all instances - so updating the creation time on the newest one updated it on *all* of them - meaning the ones that should have been about to expire kept going... <img src="/center/images/graemlins/frown.gif" alt="" />

    For this particular case, a simple "lifetime" value would be great - something that would just make an object auto-remove itself after the specified amount of time. If this were more generic, it'd be great to be able to post events into the future with some delay. But at least a timed auto-destroy (lifetime) would be very useful and help prevent objects from piling up and slowing down the game.

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    Request: Local Timer/Auto-Destroy

    It would be great if we could set a local timer on an active object and track that with an event. This could be useful for all sorts of things. I actually tried doing this to get a shield object to go away after a certain amount of time (they were sticking around forever, increasing my object count and slowing the game to a crawl somewhere around 60 objects). When the object was created, I stored the seconds value (also tried 1/100 and 1/1000) in an Alterable Value, then made an event that compared that Alterable Value to the current timer. This actually worked fine - until I started shooting rapid-fire and multiple instances of the object existed at once. It seems the Alterable Value was global to all instances - so updating the creation time on the newest one updated it on *all* of them - meaning the ones that should have been about to expire kept going... <img src="/center/images/graemlins/frown.gif" alt="" />

    For this particular case, a simple "lifetime" value would be great - something that would just make an object auto-remove itself after the specified amount of time. If this were more generic, it'd be great to be able to post events into the future with some delay. But at least a timed auto-destroy (lifetime) would be very useful and help prevent objects from piling up and slowing down the game.

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