Forcing an event to happen after certain time

kiedisticelixer

Sexy Member
Veteran
Joined
Oct 23, 2013
Messages
97
Reaction score
14
First Language
Spanish
Primarily Uses
So say that every 5 ingame minutes, one event has to be triggered (for example being tp'd to a set map or receiving an item).

· How can you do such a thing? I have zero knowledge on managing time with Ace.

· Is also some kind of timer posible?

· What happens if the player is in a battle though?
 

whitesphere

Veteran
Veteran
Joined
Mar 14, 2014
Messages
1,688
Reaction score
784
First Language
English
Yes.  In fact, there is a built-in Game Timer.  Look on the events page.

If the player is in a battle, the Timer does not advance.

Also, look at the tutorials.  I think one of them deals with the timer.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,674
First Language
German
Primarily Uses
RMMV
better way would be to use a parallel common event with a wait-command instead of the timer - the timer is sometimes complex to check, and there is only one event timer for the entire game.

make a common event with what is supposed to be happening every 5 minutes.

At the beginning of that event, add into several wait commands that sum up to 5 minutes - wait(1) is one frame, wait(60) is one second, wait(999) is 16,65 seconds (and the maximum for one wait command), so you'll need 18 times the wait(999) command for five minutes.

Aktivate the switch you set for that parallel common event at your game start and the commands after the waits will happen once every five minutes.
 

kiedisticelixer

Sexy Member
Veteran
Joined
Oct 23, 2013
Messages
97
Reaction score
14
First Language
Spanish
Primarily Uses
etter way would be to use a parallel common event with a wait-command instead of the timer - the timer is sometimes complex to check, band there is only one event timer for the entire game.

make a common event with what is supposed to be happening every 5 minutes.

At the beginning of that event, add into several wait commands that sum up to 5 minutes - wait(1) is one frame, wait(60) is one second, wait(999) is 16,65 seconds (and the maximum for one wait command), so you'll need 18 times the wait(999) command for five minutes.

Aktivate the switch you set for that parallel common event at your game start and the commands after the waits will happen once every five minutes.
You mean only one event can interact with the timer at the same time? But what if once the first event has been triggered, it triggers the next? I don't think I follow, but at least I understand how to do it with the wait command. Thank you.

I also want to let the player know how many time they have left, I hope I can find a way to display something. NVM found there's a displayable timer, so Ill have to use that and forget about Wait






The author of this tutorial doesn't figure out how to make it only check for it being 15 seconds or less all the time, how do I setup the switches? im completely stupid today, sorry.
 
Last edited by a moderator:

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,674
First Language
German
Primarily Uses
RMMV
there is one timer to start and to stop by event command.

If you want one thing to happen after 5 minute and another event after 9 minutes, then you'll either need a script to create more timers or very tricky eventing, because you cannot set the timer to two different times (5 minutes and 9 minutes) counting at the same time.

However, you can have as many events as are on the map react to the same timer, they'll all react when the time's up. They just can't easily be set to react at different times, that would require a script or complex eventing.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,860
Messages
1,017,040
Members
137,569
Latest member
Shtelsky
Top