Difference between revisions of "An Event in Time"

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Revision as of 17:54, 1 August 2022

On this page you will find a bunch of tips & tricks related to events, loops, & timing methods that you can use to control exactly when specific events &/or state changes (via values/conditions) should occur in your game projects.

Anyway, let's crack on...


Pause

The simplest method for controlling time is to use the pause action part. The pause action part will pause the action list that you have created it in for the amount of time you specify or for the integer value belonging to the value that you have optionally linked to the pause action part.

Quick note: The pause action part allows you to specify the time in milliseconds, seconds, or minutes; however I highly recommend that you use milliseconds because it allows you to input precise time values.

Anyway, here's an example of the pause action part being used with some other action parts...

if condition "cond_example" is true
pause for 500ms (prevents action parts listed after from executing until pause ends)
change condition "cond_example" to false
end if


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