Add more time to timer once at 0

ChampachanChampachan Member Posts: 21

Hello ppl,

I have a little countdown timer that counts down to 0 from a set amount put in by user.

Problem is I need to also be able to add more time once timer gets to 0.

Only way I can think to do it is make a rule if time less than 0 then reset game.

This works but you see the time go into negatives for a spit second before the reset.

Can anyone think of a solution that doesn't involve a rule set to less that 0?

Comments

  • SocksSocks London, UK.Member Posts: 12,822

    @Champachan said:
    Can anyone think of a solution that doesn't involve a rule set to less that 0?

    A rule set to equal to 0 ?

  • ChampachanChampachan Member Posts: 21

    if the rule is set to equals 0 you can't add more time to it.

  • SocksSocks London, UK.Member Posts: 12,822

    @Champachan said:
    if the rule is set to equals 0 you can't add more time to it.

    Why not ?

    You should just be able to say when the value = 0 then add X to the value ?

  • ChampachanChampachan Member Posts: 21

    attached is an example. If I constrain the 0 to 0 I can not add to it either.

    example.zip

  • SocksSocks London, UK.Member Posts: 12,822

    I'm not really sure what 'constrain the 0 to 0' means, but you can use a rule to check whether your time value = 0, and if it does then add X to that value.

  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870

    The constrain attribute is preventing you from adding any to it. You don't need the constrain. Take a look at this example, it's just one way to do what you are trying.

  • ChampachanChampachan Member Posts: 21

    Thanks Slick, that works a treat.

    So you added a rule on the startcount actor to stop it going under zero by saying if time is less than 0 make time 0

    and added a rule on the addtime actor to turn the timer off and add 1

    One thing I don't get is why GS stopped flicking into negatives for the split second while it goes from <0 to 0.

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