mouse position stop working

http_gamesaladhttp_gamesalad Member Posts: 1,340
edited September 2014 in Working with GS (PC)

I saw this drag and drop video that T shirt booth made. I was wonder how can you make that stop working after 10 seconds?
Lets say youre supposed to move some stuff but with in 10 seconds you can't move anything anymore?

Comments

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598

    Hi @‌http_gamesalad

    One way: Add a boolean called TimerGo and an integer called Counter, then add a Timer rule into the mix.

    Here's a little test for you, adding those things to TSB's rules.

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    @gyroscope‌ thanks bro ! :)

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    @gyroscope hey, I came into a little problem while I was doing this. Will the time be shorten if I have multiple of the same actor? I put 5 of the same actor on the scene and the timer only lasted for 5 seconds so I tried to delete all of them expect 1 and the timer lasted for the full 15 seconds

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598

    OK, in that case you'll need to unlock the separate actors and give them individual attributes for each actor.

    You could name them similar to this: A1Counter, A2Counters, etc., A1TimerGo, A1TimerGo, etc.. Without testing, the self.drag attribute should be fine without adding any more than the one you added in the Prototype.

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    @gyroscope so you want me to unlock the instance in every actor then make game.counter for each one right?

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited September 2014

    Yes, and TimerGo... if you want them independently from each other its the only way (well there's prob. another way programming wise which would be just as time-consuming).

    Providing you haven't got hundreds of separate actors it shouldn't take long...

    (If at this point your going to tell me your using spawning, it would mean using the other other way I mentioned which I'd have to think about... )

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    @gyroscope‌ thanks! What I did was to make a self.integer. I worked more efficient & was less confusing because I'm going to make a good lot of those! but thank you so much for your help! I'm going to give you some free awsomes lol

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598

    Ah yes, make them all self integers, that'll work... good thinking. :smile: Glad it's worked out for you... and cheers for the Awesomes!! :smile:

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    @gyroscope hello! I came into a little problem when I was making my game. When I rotate it stops working. & well my game highly consists on these rotated platforms

  • ArmellineArmelline Member, PRO Posts: 5,364

    I'm always loathe to unlock actors unless absolutely necessary. Any reason not to use self.Time to avoid needing to?

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    @Armelline so is there anyway to make this better?

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    Anyone?

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