If not, can you make one using the system clock?
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You can use the system clock if you want to.. but you'll need to setup variables. I believe there is a wait plugin, and also you can use the function plugin and call a function after a delay (in ms)
Um, how do I actually get the time?
i think the date object can do it?
Sorry, I meant the server time.
There is a wait object that can put a delay into actions. It depends if you are trying to simply delay something within the action, or if you want it paused indefinitely.
To delay an action:
On <some condition>
--Do: create sprite1 at x,y
------ play sound "somesound.wav"
------ wait 2,000 ms
------ change animation to "DoneTaunting"
If you want the action paused indefinitely, then I have no idea how you might do that. I would look at using some kind of toggle condition rather than trying to switch at the action level. Something like:
Is global('Something') = 1
--Do: Set global('something') = 0
If you don't set it 0 immediately, then this action will repeat every tick (unless that's what you want it to do).
---- do other things
--Do: set global('Something') = 1
I've found that wait acts strangely in loops. What I *think* is happening, is that each iteration of the loop starts another wait cycle in parallel, effectively nullifying it.
If I did:
--Repeat 12 times
------- spawn an object
------- play a sound
------ wait 1000ms
I find that all 12 appear instantly, and all the sounds play seemingly at once. It's as though 12 'waits' are created simultaneously.
You could try timescale here.
Unfortunately it effects everything that uses timedelta. Hopefully that will be remedied in C2.
Hah, yeah I was messing around with timescale a couple of days back. That was fun. I like the way sound effects slow down to match.
I'm glad I've tied all my events into timedelta now. I could have a slo-mo powerup that gives bullet time properties to my game. The firing control isn't in timedelta yet, but I think I'll leave it that way because of the way it turned out.