I've been trying to get this to work but when the timer is up the event doesn't end, what am I doing wrong here?
◆If:Timer ≥ 0 min 0 sec
◆Plugin Command:Light radiusgrow 0 #FFCC00
◆Text:None, Transparent, Bottom
:Text:Your torch disapates.
◆Control Timer:Stop
◆
:Else
◆Control Timer:Start, 0 min 10 sec
◆Play SE:Fire1 (90, 100, 0)
◆Plugin Command:visual_timer : 32 : 90
◆Plugin Command:Light radiusgrow 200 #FFCC00
◆
:End
What am I doing wrong here? (using control timers)
● ARCHIVED · READ-ONLY
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You need to start the timer outside of that loop once.
It might also be a problem of the trigger - which is one reason why we ask for screenshots of events (which are complete) instead of typing of contents (which are only half of the event) -
For some reason I can't seem to upload screenshots, its been giving me an error message since the other day.
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If you're using the same plugins that you've described in your last post, then here is how I set up my event for an Flashlight sequence for my game:


This is the first event you should make. It will be activated whenever the player choices to use the light source item. The First Timer Flashlight section is for when the event is used for the first time. This sets up the timer for when the item is used for the first time. After that the event will have it's own timer and can be stopped and resumed whenever it's needed.

Now this timer one is going to be an parallel event that will check if the event's timer reaches zero while it is activate. If it does, it runs everything in that command to turn off the light and prevent the item from being used until time has been put back on the timer. -
Ok, I am trying to follow along. I may have to come back to this after I do more refresher courses. If I may ask, what is the "flashlight sendback" and which event do you attach as an effect to the item (torch/flashlight)?
It seems as if, after having gone back and forth between your event and the one from the terrax demo I got it to work with this:
◆If:Torch Light is ON
◆Control Switches:#0100 Torch Light = OFF
◆
:Else
◆Control Switches:#0100 Torch Light = ON
◆
:End
◆If:Torch Light is ON
◆Control Timer:Start, 1 min 0 sec
◆Plugin Command:visual_timer : 32 : 90
◆Play SE:Fire1 (90, 100, 0)
◆Plugin Command:Light radiusgrow 200 #FFCC00
◆Text:None, Transparent, Bottom
:Text:You light a torch.
◆
:Else
◆Control Timer:Stop
◆Play SE:Fire1 (90, 100, 0)
◆Plugin Command:Light radiusgrow 0 #FFCC00
◆Text:None, Transparent, Bottom
:Text:You extinguish the torch.
◆Change Items:Torch + 1
◆
:End
I'm not sure how the "first time" thing from the above mentioned event plays in but I recall a couple of years ago when I tried to set up a lantern that used oil flasks I had a problem with it not working right the first time. I'll most likely have to come back to this again when I get to that. I think... I need to find some basic tutorials and go back to school for a while, heh.
Ok, I DID that "first time" part to make it work, or else it doesn't turn off after I use it, nice. Thanks! -
@Snarkyfork The Flashlight Sendback is just another common event that will send the player back to the dungeon entrance. Although the map without the flashlight isn't that dark, it would be difficult for some players to get back and they can get stuck in that area.
And you want to attach the main "Flashlight" common event to the item you want. -
Thanks again, now I am trying to implement this on a lantern that is basically the same as my torch but it checks for oil before working. Guess I just have the oil be the actual light source and the lantern be a key item that when used calls for the oil.