Rules and Timers On/Off
OrchestralMonkey
Member Posts: 33
This question pertains to CPU load & FPS. I try and not use timers, but I've recently had this question on my mind: Do "Every" timers turn off once a rule is invalid?
Example: (all on one scene. ie no scene change & all on same actor)
You have a rule that states if attribute round = 1, then every 0.5sec do whatever.
If you then have a second rule that states if attribute round = 2, then do whatever; since the first rule is no longer valid is the timer inside of that rule still running?
Hope that's clear.
Comments
The answer is no (but with "run to completion" checked the current task within that 0.5 sec would finish even if the rule was invalidated) .
As far as I am aware when a rule is no longer valid nothing inside it will run. If it did I don't see how GS could function.
As for timers have a look at this http://forums.gamesalad.com/discussion/44707/timers-are-for-chumps-gs-optimization-tips it is an old thread and may not apply anymore and there is no way of finding out. From what I have read these methods are more reliable and if you have a lot of timers far less taxing on the processor.
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@colander
I've read that article before and have been using those methods since. I was just curious as to how GS functions behind the scenes. So far I have one No and one Yes in response to my question
@OrchestralMonkey said:
Both answers - from JSproject and colander - were 'no' ?
I'll add a third 'no'.
@Socks
My apologies, I read one of the responses incorrectly. My fault.