Trying to get around timers, tad issue.

SBSEA2202SBSEA2202 Member, PRO Posts: 2

So basically what I am trying to get gamesalad to do is flip an attribute to a bool to true and false every 2 seconds. I am trying to use a rule to get it to do it to save on overhead later. But all it will do is spawn 4 actors then stop altogether. I would like to note a few things in the screen shot I only have one of the rules that is flipping the bool. The other one is identical except the opposite true/false statement. I also have tried just using > does not seem to want to fire off right. Works just fine as soon as I put it back into a standard timer..... I am starting to go nuts because I know I have made this work before.

Comments

  • IceboxIcebox Member Posts: 1,485

    @SBSEA2202 said:
    So basically what I am trying to get gamesalad to do is flip an attribute to a bool to true and false every 2 seconds.

    lets say the bool is called AAA

    put a timer every 2 seconds
    change attribute AAA to not(AAA)

  • IceboxIcebox Member Posts: 1,485

    im trying edit to upload an image but it wont let me

  • SocksSocks London, UK.Member Posts: 12,822
    edited April 2016

    What Icebox said . . .

    . . also another solution is to use an Integer attribute rather than a Boolean attribute, and then use this simple equation:

    Every 2 seconds
    Change attribute AAA to 1-AAA

  • SBSEA2202SBSEA2202 Member, PRO Posts: 2

    I am trying not to use the timer rule gamesalad has, though. They tend to really tax devices if your game is very timer heavy. I had it set up with timers like Icebox had and that works fine. I am just trying to get around it to free up processes.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    @SBSEA2202 said:
    I am trying not to use the timer rule gamesalad has, though. They tend to really tax devices if your game is very timer heavy. I had it set up with timers like Icebox had and that works fine. I am just trying to get around it to free up processes.

    This is not true that is an old issue from many years ago. Use a timer. I use them all the time.

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    I've used lots of timers too like @Lost_Oasis_Games and have never had any problems or slow downs using them.

  • ArmellineArmelline Member, PRO Posts: 5,421
    edited April 2016

    As others have said, the timer problems are no longer valid. GameSalad specifically fixed the big timer issues a couple of years ago. Go nuts with them now.

  • SocksSocks London, UK.Member Posts: 12,822

    I'm also in the timer camp ! When I need to use them I use them, I've never really had issues.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    There you go a general consensus from four of the top veteran developers.

  • SocksSocks London, UK.Member Posts: 12,822

    @Lost_Oasis_Games said:
    There you go a general consensus from four of the top veteran developers.

    Yeah, that's all well and good, but unless the idea's been approved by Tony the Spider (and that's not likely to happen) it doesn't really mean much.

  • SocksSocks London, UK.Member Posts: 12,822

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    @Socks said:

    Now that is a stamp of approval!

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