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Thread: Restrict Actions Breaks

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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    Restrict Actions Breaks

    I'm having some issues with the "Restrict actions for x" event. I have a game that I'm working on that uses it, but if the user makes the game lose focus for a while and then returns the focus... on semi-uncommon case, events that are like "Restrict actions for 00"-50" seem to turn into always events :/ so, if there is an event where something is shooting with a limit to every second... with the bug, shooting is continuous and instant. I've had this problem with other projects in the past also.

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    Re: Restrict Actions Breaks

    I would use "Every 00"-50" rather than "Restrict actions for 00"-50." If what you're doing is limiting the frequency of shots being fired while holding a key, then it should do the same thing.

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    Re: Restrict Actions Breaks

    Quote Originally Posted by pinacoladaxb
    I would use "Every 00"-50" rather than "Restrict actions for 00"-50." If what you're doing is limiting the frequency of shots being fired while holding a key, then it should do the same thing.
    that wouldn't be the best option, since Restrict starts timing when the event occurred, while Every starts timing when the frame starts

    so if you used the Every condition and pressed the key twice near an exact seconds mark, the second set of actions would trigger almost immediately

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    Re: Restrict Actions Breaks

    I came across the exact same bug so just changed it so that it uses a value as well, effectively creating your own 'restrict actions for'. For example using a value called RefireTimer:

    * Repeat while player presses fire
    + RefireTimer = 0
    = Set RefireTimer to 50 (or whatever interval you need)
    = Do fire action (shoot, attack, whatever)

    * RefireTimer > 0
    = Subtract 1 from RefireTimer

    Works exactly the same as the 'restrict action for' but eliminating the bug which changes it to always

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    Re: Restrict Actions Breaks

    Like xyzzy said, the problem with Every is that it's based on the game's loop and not since the last player's action, so the events are not always triggered when you expect them to.

    Thank you TH! I'll try that out

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