Having trouble using timers.

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Started by Countbuffalo 4 posts View original ↗
  1. I'm trying to use timers to add an effect in my game where the characters slowly freeze, and if they don't get to a fire, they will die, I've got it set so that (for test purposes) this happens every 10 seconds, however, once I start up my Game to test it, the timer starts, but nothing happens when the timer hits zero. 

    My current Event is set up like this

    My character say their Dialogue.

    There is a switch to stop said Dialogue repeating due to the event being triggered by parallel processing.

    Underneath the switch, I have a timer set up.

    Once the timer gets to 1 or below, it's meant to be a game over.

    My guess is that the Switch changing is interfering with the event, so I copied the timer part of the event over to a second event page, But no luck there.

    Printscreen.png
  2. Why do you need parallel processing?

    I'll try to mimic your event and find a solution.

    Edit: Okay, I've got it to work. Page one, I simply have the conversation, set the event to Player Touch, and after the conversation, I activated the timer, then activated a Self-Switch. The next page is triggered by it, set to Parallel Process, and triggers game over when the timer reaches zero through a Conditional Branch.

    You can also set the first page to Autorun if you want it to start automatically.
  3. I use Parallel processing because in my experience with auto-run, it becomes a case of the event not ending, and with me being unable to move my characters. Also, How would I make it so that the timer resets whenever a player reaches a certain tile? Like near a fire?
  4. Both parallel processes and autoruns automatically loop - in your first try, the timer didn't work because it was reset to zero every time the parallel process was executed (you restarted the timer sixty times per second).


    For starting and resetting a timer, you should NEVER use either autorun or parallel - those need to be single triggered, either by action button or by player touch (which is one way to solve the reset near a fire)