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Thread: how to time actions during a level

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    how to time actions during a level

    I like some actions to have a time lag behind their trigger. It gives a sense of randomness and staging control. I wonder if there is a more elegant way than what I am currently doing...

    eg.
    object at end of path [then set] value A=1
    value A = seconds-2 (ie. 2 second delay) [then do something]

    This works fine if there are only one or two 'somethings' happening shortly after the trigger. Beyond a certain point user input is too variable and it gets real messy with each subsequent sequence of lagged events (puff of smoke, text bubble, falling rock, etc.) with a crazy array of variables to keep track of.

    I hope this explanation of what I am doing is clear - and you have some suggestions.

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    Re: how to time actions during a level

    You can make a timer that is uniqe for that object, which will start exactly when you want it to start.

    * Object: End of path reached
    - Object: Set flag 0 On

    * Object: Flag 0 is On
    - Object: add 1 to Alterable Value A.

    * Object: Alterable value A >= 100
    - Do action
    - Object: Set flag 0 Off
    - Object: Set alterable value A to 0

    If your game is running with 50 frames per second, this should give you a two second delay.



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    Re: how to time actions during a level

    Or simply just use the Timeline Beta Extension from LB.

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    Re: how to time actions during a level

    @popcorn
    I will try the flag approach - thanks.

    @backstaged
    I tried to find the extension on the MMF page. Can't see it. Do you have a URL? I did find "Time X" = lets you create an number of timers you want and control them independantly.
    Sound good. Something else for dessert. Cheers.

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    Re: how to time actions during a level

    You can find this extension onto the BETA release forum page of Clickteam.

    It called: [Beta] Timeline ..

    This extension is potentially interesting for doing that you research for.

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    Re: how to time actions during a level

    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=206669

    Only reason it isn't released is because I am making more examples and an official help document for it. For now, until there is real help, there is some small info on FusionWiki.
    Working as fast as I can on Fusion 3

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    Re: how to time actions during a level

    Hey popcorn....
    That works just fine. Definitely more control with this than the system I was using. I generally prefer using inbuilt processes than extensions.

    thanks.

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    Re: how to time actions during a level

    Yes LB, take your time

    Because the extension is amazing but complicated (to understand), for my part at least :p

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    Re: how to time actions during a level

    @popcorn
    There was a small error in your lines....

    * Object: End of path reached
    - Object: Set flag 0 On

    * Object: Flag 0 is On
    >> - Do action >>.............................
    - Object: add 1 to Alterable Value A.

    * Object: Alterable value A >= 100
    - Object: Set flag 0 Off
    - Object: Set alterable value A to 0

    Works well - as long as I keep track of which flag # I am on
    - thanks

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