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Removing a Timer
Greven Offline
Member

Posts: 106
Threads: 13
Joined: May 2011
Reputation: 3
#1
Removing a Timer

Hi there,

Ive been trying and trying but I cant get this to work.

I created a timer on OnEnter called GiantStep. And then in the GiantStep Func i added a timer that goes to GiantStep Func again (in other words a loop) Now I want this timer to be removed when the person picks up an item but the RemoveTimer doesnt work.
So here's my .hps
void OnEnter()
{
AddTimer("", 2, "GiantStep");
}

void GiantStep(string &in asTimer)
{
PlaySoundAtEntity("", "enemy_hallucination_disappear.snt", "hanging_lantern_ceiling_3", 0.0f, true);
AddPropImpulse("key_tomb_1", 0, 0, -2, "World");
AddTimer("", 4, "GiantStep");
StartScreenShake(0.05f, 0.3f,0.2f, 0.1f);
}

void Scream(string &in asEntity) // When the item is picked up
{
PlaySoundAtEntity("", "guardian_distant3.snt", "hanging_lantern_ceiling_3", 0.0f, true);
StartScreenShake(0.1f, 2.0f,0.2f, 1.5.0f);
AddTimer("", 0.1, "StopGiantStep");
}
void StopGiantStep(string &in asTimer)
{
RemoveTimer("GiantStep");
}

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06-02-2011, 07:41 PM
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Khyrpa Offline
Senior Member

Posts: 638
Threads: 10
Joined: Apr 2011
Reputation: 24
#2
RE: Removing a Timer

you must use the string& asName to check what timer to end... So change it like this:

AddTimer("thishere", 4, "GiantStep");

RemoveTimer("thishere");
06-02-2011, 08:08 PM
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Hardarm Offline
Posting Freak

Posts: 891
Threads: 39
Joined: Apr 2011
Reputation: 43
#3
RE: Removing a Timer

(06-02-2011, 07:41 PM)Greven Wrote: Hi there,

Ive been trying and trying but I cant get this to work.

I created a timer on OnEnter called GiantStep. And then in the GiantStep Func i added a timer that goes to GiantStep Func again (in other words a loop) Now I want this timer to be removed when the person picks up an item but the RemoveTimer doesnt work.
So here's my .hps
void OnEnter()
{
AddTimer("", 2, "GiantStep");
}

void GiantStep(string &in asTimer)
{
PlaySoundAtEntity("", "enemy_hallucination_disappear.snt", "hanging_lantern_ceiling_3", 0.0f, true);
AddPropImpulse("key_tomb_1", 0, 0, -2, "World");
AddTimer("", 4, "GiantStep");
StartScreenShake(0.05f, 0.3f,0.2f, 0.1f);
}

void Scream(string &in asEntity) // When the item is picked up
{
PlaySoundAtEntity("", "guardian_distant3.snt", "hanging_lantern_ceiling_3", 0.0f, true);
StartScreenShake(0.1f, 2.0f,0.2f, 1.5.0f);
AddTimer("", 0.1, "StopGiantStep");
}
void StopGiantStep(string &in asTimer)
{
RemoveTimer("GiantStep");
}

I think because your timer doesn't have a proper name ^^

Quote:AddTimer("", 0.1, "StopGiantStep");

Try to set, between those empty quote brackets, "GiantStep", and then try again Smile

Try and tell me if it works =)
(This post was last modified: 06-02-2011, 08:09 PM by Hardarm.)
06-02-2011, 08:09 PM
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Greven Offline
Member

Posts: 106
Threads: 13
Joined: May 2011
Reputation: 3
#4
RE: Removing a Timer

Yeah it works just fine Smile Thank you guys ^^

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06-02-2011, 08:42 PM
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Kyle Offline
Posting Freak

Posts: 911
Threads: 36
Joined: Sep 2010
Reputation: 7
#5
RE: Removing a Timer

Hmm... That's a quick way to do it. I was thinking along the lines of using local variable integers. :/

06-02-2011, 09:35 PM
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