Self.Time when equals = minutes or seconds, advance to next scene.....
luke2125
Member, PRO Posts: 225
Hi,
I have an Actor with a Display Text and self.Time to the Hour, using T-Shirt Booth Video:
floor(floor( self.Time /3600)/10)..floor(floor( self.Time /3600)%10)..":"..floor(floor(( self.Time /3600)/60)/10)..floor((floor( self.Time %3600)/60)%10)..":"..floor(( self.Time %60)/10)..floor( self.Time %10)
Now I have set up in the same actor a Rule below:
When All Conditions are Valid
Attribute: self.Time = floor( self.Time /3600/60)+105
Change Scene
What I'm trying to accomplish, is when self.Time equals 50 seconds, or 1 minute, etc......go to the next scene.....Any help will be appreciated.....Thanks and God Bless...
Sincerely,
Sunday
I have an Actor with a Display Text and self.Time to the Hour, using T-Shirt Booth Video:
floor(floor( self.Time /3600)/10)..floor(floor( self.Time /3600)%10)..":"..floor(floor(( self.Time /3600)/60)/10)..floor((floor( self.Time %3600)/60)%10)..":"..floor(( self.Time %60)/10)..floor( self.Time %10)
Now I have set up in the same actor a Rule below:
When All Conditions are Valid
Attribute: self.Time = floor( self.Time /3600/60)+105
Change Scene
What I'm trying to accomplish, is when self.Time equals 50 seconds, or 1 minute, etc......go to the next scene.....Any help will be appreciated.....Thanks and God Bless...
Sincerely,
Sunday
Comments
Rule:
if self.Time = 50
Change scene to next scene
Not sure if you need that equation...What's the use of it? I'd love to help...but some clarification might be needed.
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
Like @Braydon_SFX says you can simply do this:
It looks to be some kind of message from an advanced alien civilisation which landed on earth and colonised Texas some 36,000,000 years ago, eventually dying out due to lack of parking permits, these exogenetic hieroglyphics were recently discovered in the foundations of an Austin based software house.
"floor(floor( self.Time /3600)/10)..floor(floor( self.Time /3600)%10)..":"..floor(floor(( self.Time /3600)/60)/10)..floor((floor( self.Time %3600)/60)%10)..":"..floor(( self.Time %60)/10)..floor( self.Time %10)"
I've already fixed it........Thanks.....I have another question if you don't mind. When I switch scenes, the self.Time is being Reset automatically, I would like the time to keep on without being Reset, I have no Reset Scene, yet it starts at 0. ? Thanks and God Bless...
Sincerely,
Sunday
Use Game.Time rather than Self.time.
Game.Time starts with the game and continues across scenes - whereas Self.time starts up when the actor is 'born' . . . . that is to say when he /she first appears on the scene.
Example file (attached) - actor counts using Game.Time, when it reaches 6 it changes scene, in the next scene a newly 'born' actor picks up and continues the count.
Thanks for the quick explanation, already using Game.Time, however, it doesn't pause when I hit the pause button, should I create a Global Attribute or what's the best way of pausing the Game.Time? Thanks and God Bless...
Sincerely,
Sunday