Talk:GetSecondsPassed

Revision as of 08:53, 4 September 2008 by imported>DragoonWraith (→‎Help)

--JustTim 18:26, 27 April 2006 (EDT) : Slserpent, you've messed up the Example! The old Version was correct, yours is not!

ok, i guess if you like counting backwards, it works. the only problem is timer isn't initialized, so it always goes to the else. and i should have put 'if timer < 2' in my version--my bad. -slserpent

Help

Having trouble implementing this in my script. I am trying to make a statue of the player and I want to call the SkipAnim Command on him but only after any weapon has finished being drawn. (Thus the need for GetSecondsPassed. Here is my code

 Begin GameMode

 If RSPlayerStatue.IsWeaponOut == 1 ;checks if the statue has weapon drawn before actor is set unconscious/destroyed
  RSPlayerStatue.setunconscious 1
   RSPlayerStatue.setdestroyed 1

 If DoOnce == 0
  Set AnimTimer to  GetSecondsPassed ; sets the timer once inside the Gamemode block instead of every frame
   Set DoOnce to 1
 endif
 endif

 If AnimTimer >= 3 ;should execute after GetSecondsPassed >= 3 seconds ????
  RSPlayerStatue.skipanim
 endif
 End

Many Thanks--Antares 09:05, 4 September 2008 (EDT)

GetSecondsPassed returns the time (in seconds) since the previous frame. AnimTimer, then, will never be >=3 unless you have a <1/3 FPS!
What you want to do is add up the times between frames until you get over three, like this:
set AnimTimer to AnimTimer + GetSecondsPassed
Does that make sense?
Dragoon Wraith TALK 09:53, 4 September 2008 (EDT)
Return to "GetSecondsPassed" page.