Timer
Hello everyone. In my current project, the main scene the player operates from (a map) has a timer on it that updates the "day" every 10 seconds. If the player uses any one of several buttons to go to one of the other scenes and then returns, the timer is reset to its starting value. The day count remains correct, but unless I can fix this it would essentially allow the player to remain on day 1 if they navigated to a different scene before the 10-second mark and then came back.
Answers
Guessing, If I used either Game > Time or Current Scene > Time, it wouldn't be giving me what I'm looking for. The game time is obvious (because it'd be much larger than I could use, time-wise) and the same would hold true for the current scene time, assuming that the player was on the scene for more than 10 seconds.
Read the manual.
If the scene's time is less than 10, than I change the attribute of the attribute I created earlier (seconds) to scene.time. Once the user navigates back to the scene in question, I would then try to add my created attribute to scene.time in order to pick up from where I left off. I'm currently not home and won't be for a while, so that's my train of thought.
Maybe it'll work, maybe it won't. But, the other problem is how to organize behaviors that end in the same result if the player is in the target scene for more than 10 seconds (could be 14 seconds, could be minutes, or hours). Without having the use of "IF" statements, I'm not sure how I could make anything like a loop to determine things.