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Thread: multiple simultaneous timers possible?

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    multiple simultaneous timers possible?

    Hiya all,

    I'm currently developing a game where I require multiple timers. Currently it seems that there is only one timer available in the game. Does anyone know if there is a way to create a second or additional timer using MMF2 Developer or with an extension?

    Also as a game designer for a video game company I worked for, one of the scripting tools we had that worked really well was a "Wait" event command that would trigger an event or group of events. We used this all the time for critical timing issues. It was very useful as it was completely independent of the system timer or clock. I'm wondering why there isn't an equivalent command in MMF2?

    Thanks in advance for any help or replies

    -Alex

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

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    Re: multiple simultaneous timers possible?

    There are a couple of timer extension objects... they allow you to make a virtually limitless amount of timers which are all independent of each other. If you look at the bonus packs you will find the ones I am talking about

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    Re: multiple simultaneous timers possible?

    TimeX and Function EggTimer are two that you could use. Or, you could simply make your own timers with Alterable Values.

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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Universal Windows Platform Export Module (Steam)

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    Re: multiple simultaneous timers possible?

    But alterable value timers are dependant upon the frame rate, if it changes then the speed that each value goes up changes

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    Re: multiple simultaneous timers possible?

    Thanks everyone for the great help!

    *cheers*

    -Alex

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    Re: multiple simultaneous timers possible?

    Hi,

    does anyone know which would be more efficient for multiple objects with their own internal timers; using the TimerX object, or use an alterable value for the timer?

    I'm making a very action packed game, and squeezing the most performance out of my game is a priority.

    Also would someone know whats the most efficient way to do an alterable value timer? I have

    Alterable Value A > 0 : Subtract 1 from alterable value A
    Alterbale Value A = 0 : Set alterable value A to 50

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    Re: multiple simultaneous timers possible?

    Quote Originally Posted by FungalGrowth
    Hi,

    does anyone know which would be more efficient for multiple objects with their own internal timers; using the TimerX object, or use an alterable value for the timer?

    I'm making a very action packed game, and squeezing the most performance out of my game is a priority.

    Also would someone know whats the most efficient way to do an alterable value timer? I have

    Alterable Value A > 0 : Subtract 1 from alterable value A
    Alterbale Value A = 0 : Set alterable value A to 50
    Neither will have much of an impact on performance, but in this case I would just go with the Alterable Value. If there is no dire need for an extension, I prefer not to use them. And your timing events are just a bit off.

    To trigger the timer to start:
    +Trigger Condition
    -Set Alterable Value A to 50 (or however long it needs to be)

    To countdown:
    +Alterable Value A > 0
    -Subtract 1 from Alterable Value A

    To finish:
    +Alterable Value A = 0
    -Do countdown actions or Set back to 50 for a repeating action

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