What about a fastloops solution? This reminds me of my queueing engine with a delay. I guess you should do it with a 'cooldown' counter tho if we're talking just an event or so.. Otherwise I'd pile up the events in an INI file as commands and parameters, commands being the fastloops, and the parameters being variables on how much you want to move the X and Y position of an object for example.. Requires more explanation I guess, but you won't really care bout my suggestion.
Sadly, gone are the days where you could just have done an empty for..next loop in BASIC to make your gme pause at specified points. I used to do that all the time, my things have changed!
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lol, never used timer events. It's just better to time in code loops rather than seconds. If you fix the number of code loops / second you basically have a timer anyway, but at least you know everything 'moves' relative to each other.
Most recently I have it so that if my game's hero pushes a crate, it moves 1 pixel every 15 milliseconds, which is cool because it gives the illusion of being heavy. And timer events are really helpful if you're doing cutscenes too.
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"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
lol, no it isn't. If the game runs slow, these kind of things screw up. Never use timer events, period.
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Peblo Custom ratings must be 50 characters or less
Registered 05/07/2002
Points 185
4th April, 2007 at 12:14:11 -
Edit: Since MMF tries to run at 50fps, that means it tries to run your code 50 times a second. I think. So for the timer:
-Always> Add 1 to counter.
-Compare 2 general values (in special conditions), first box "value( "Counter" ) mod 50" second box "equals" third box "0"> your event here.
If you have MMF2 then replace 50 with your FPS.
I think that MMF's timer events keep actual time though, the method above will not if your game lags.
Edited by the Author.
Edit edit:
To make something trigger a second after-
-Trigger event (player collides with wall or something)> Set flag 0 on
-Flag 0 on> Add 1 to counter.
-Counter mod 50 = 0> do delayed event and turn off flag 0
Edited by the Author.
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
~Belgarath
I usually get a counter that is 0 by default, but counts down to 0 if it's any higher. Then set it to something, (say 100), then make the event happen when the counter = 1
it's most likely not the best way if you want an exact timing, but i'm never all that fussy about things like that.
If i wanted to allow the user to speed up things i could easily make it set the counter to a lower number, thus making the delay shorter.