Rules and Timers On/Off

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If you then have a second rule that states if attribute round = 2, then do whatever; since the first rule is no longer valid is the timer inside of that rule still running?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

  • JSprojectJSproject Member Posts: 730
    edited May 2014

    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) .

  • colandercolander Member Posts: 1,610

    As far as I am aware when a rule is no longer valid nothing inside it will run.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.

  • OrchestralMonkeyOrchestralMonkey Member Posts: 33

    @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 :wink:

  • SocksSocks London, UK.Member Posts: 12,822
    edited May 2014

    @OrchestralMonkey said:

    So far I have one No and one Yes in response to my question :wink:

    Both answers - from JSproject and colander - were 'no' ?

    I'll add a third 'no'.

  • OrchestralMonkeyOrchestralMonkey Member Posts: 33

    @Socks
    My apologies, I read one of the responses incorrectly. My fault.

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