Scene.Time not working? - seems to act as Game.Time

DigiChainDigiChain Member, PRO Posts: 1,288
edited November -1 in Working with GS (Mac)
Anyone else having problems with this?

I have a opening game seq which is a scene in itself.
A 'play game' button in the previous scene changes to the opening seq scene.

All the graphics etc are then triggered in this seq based on Scene.Time. But depending on how long you've sat on the prev scene - you come in part way through the seq or even once the seq has already played.

Is this a bug? Or does Scene.Time not work in the way I'm expecting it to?
I guess I'll just have to use a load of timer rules unless anyone has a solution.

Cheers

Comments

  • DigiChainDigiChain Member, PRO Posts: 1,288
    Ok, I just placed a Display Text behaviour in the scene and set it to display scene.time.

    The scene time is counting from when the game is started (i'm testing using the viewer), not from when the actual scene loads.

    Can anyone confirm is this a bug? Or is this how scene time should work?
  • DigiChainDigiChain Member, PRO Posts: 1,288
    Cheers tshirt.

    I wasn't aware of the self.time attribute
    So I guess I can just replace scene.time with self.time and it'll start running/counting from the start of the scene?
  • SnapFireSnapFire Member Posts: 361
    I wasn't aware of the self.time attribute
    So I guess I can just replace scene.time with self.time and it'll start running/counting from the start of the scene?

    I suppose. That should work since it would be since the actor was introduced, which would be the beginning of that scene. Theoretically ;)

    -Thomas
  • DigiChainDigiChain Member, PRO Posts: 1,288
    Hi guys - just to update, and bring a close to this thread.

    Yes, using the self.time attribute works in the way the scene.time should have. So all sorted now and working as expected.

    Thanks for the help!
Sign In or Register to comment.