Self.Time when equals = minutes or seconds, advance to next scene.....

luke2125luke2125 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

Comments

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    I could very well be way off on understanding what you're looking for, but couldn't your rule just look like this?

    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. :)
  • SocksSocks London, UK.Member Posts: 12,822
    edited July 2013
    What I'm trying to accomplish, is when self.Time equals 50 seconds, or 1 minute, etc......go to the next scene.....


    Like @Braydon_SFX says you can simply do this:

    image
  • SocksSocks London, UK.Member Posts: 12,822
    edited July 2013
    Not sure if you need that equation...What's the use of it?
    @Braydon_SFX

    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)"
  • luke2125luke2125 Member, PRO Posts: 225
    Hi Braydon and Socks,

    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
  • SocksSocks London, UK.Member Posts: 12,822
    edited July 2013
    D/P
  • SocksSocks London, UK.Member Posts: 12,822
    edited July 2013
    @luke2125

    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.
  • luke2125luke2125 Member, PRO Posts: 225
    Hi Socks,

    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
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