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Posted 2006-11-09, 03:13 PM in reply to azure hunter's post starting "My timer stays at zero. Do you know..."
azure hunter said:
My timer stays at zero. Do you know why?

heres a quick drawing of my common event
I dont have a clock noise

if timer 0 0 less/equal
VO : 0008 Loop Index set VAR [0007] value (Which is set to 0)
Branch if switch [0006: start time] is on
Timer 1 Operation: Start
Else handler
Timer 1 operation: start
end
Loop
Variable Oper [0008 loop index 0] Set Var [0001]'s Value
loop
Variable Oper [v[0008]-, 1
Variable Oper [0008: loop index 0] +. 1
Branch if Var [0008:loop index 0] is V[0002] Greater
Break Loop

End

End Loop

End loop

end
I'm not seeing where you are actually Setting the clock - remember to toss in a

<>Timer 1 Operation: Set, V[####]

Where #### is the variable that stores the seconds for the timer. (You can set it directly, but it's much, much easier for editing if you do it via variables). Setting and Starting the timer are two separate steps and are usually done right after one another.

Unrelated, there's a quirk with the timer - if you <>Set it while it is already running, the timer will continue counting down from the new number. However, if the timer is at zero, it'll automatically stop (and disappear from view), forcing you to <>Start it again when needed.

I do not know why you cannot edit, I'd imagine it has something to do with your postcount, but who knows

Edit: Yeah, there's no need for a clock noise, that's only in my example game for debugging purposes, so you can tell exactly when the timer is being set.

Last edited by BlueCube; 2006-11-09 at 03:15 PM.
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