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Thread: Unique Timers

  1. #1
    Clicker Fusion 2.5 Developer

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    Unique Timers

    The Timer object is a global single timer, right? Is there any way to create a unique timer, unique to a specific Active Object instance?

    What I'm looking to do is when the player does a specific action, a alterable variable gets set, and after a certain amount of time has expired, reset the alterable variable to something else, but I only want it to run once (or whenever Ia ctually set it). In the same vein, enemies also perform a specific action, I would like to set a time for the specific enemy, and after a certain time has expired do something else (again only once). But this wouldn't work with the system timer, right?

  2. #2
    Clicker Fusion 2.5 Developer

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    Perhaps I'm approaching this incorrectly? Is there perhaps another way to accomplish what I'm looking to do?

  3. #3
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    BartekB's Avatar
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    You mean, a timer in an active?
    A timer that only counts when a value is 1?

    Alterable value A of (Active) = 1 >> Add 1 to Alterable value B

    If you would like to do something like:

    Alterable value B of (Active) = 200 >> Set 0 to Alterable value B , Set Active position x to X(Active) + 1


    This is a active timer (What I call it) which only works for a certain active and can be changed all the time
    (TAKE NOTICE THAT FRAMES PER SECOND WILL AFFECT THE TIMER)

    Also, IF I misunderstood let me know
    - BartekB, a.k.a Uppernate
    Join the Click Converse Discord! - https://discord.gg/R3WuvF3mHr

  4. #4
    Clicker Fusion 2.5 Developer

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    Perhaps due to my unfamiliarity with how MMF2 works, I'm not sure I following your answer. I want to set a timer that will trigger an event to run, but for a specific instance of an object only. No other instances would be able to see it, nor alter it in anyway.

    Let me see if I can explain it using an example on how I accompished it somewhere else...

    I have object A, with a variable of AA. I set AA to a 1, and also create a unique timer, and I name that timer with the name of my object, and I set that timer for 2 seconds. I create an event On Timer that fires 2 seconds laterwhere I set AA to 0. Afterwords, the timer is destroyed. During the lifetime of that timer, other objects could also be creating timers which would have no impact on the timer named A.

    Does that make sense?

    [EDIT]
    After I posted my response I re-read your answer, nd gave it some thought, and I think I get what you're doing there... It's not exactly what I was thinking, but I think I understand it enough to give it a try...

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