How do I put a timer delay on events after a camera transition?
I'm not sure if this is a bug or me just being confused with what is happening. But I've been trying to use a a timer delay to delay certain events like animations and sound effects, so that when the players view has transitioned to that camera these events then play out.
But certain events dont seem to delay while others do so I have to have some things hooked up to the timer delay and some things not. Like I tried a timer delay on an animation end trigger hooked up to an exit and the game end almost straight after starting. I dont understand why.
Its on my Dont Sneeze game that is fully remixable.
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What's probably happening is that the output you're using from the timer is continuous. It means that instead of just turning on when the timer is finished, it constantly outputs a value between 0 & 1 showing how full it is.
This will immediately activate any gadget with a boolean (on or off) input, like an end trigger, even though the output strength of the timer will only be 0.1% as it just started. I think timers have a "pulse finished" output, which will stay off for the duration of the timer & then send a pulse when the timer is done.
Otherwise I recommend using timelines for doing cutscenes and the like, must easier than using timers and stuff. -
Yeah, thanks, it seems like its hard to know what values some things output it seems.
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I have a feeling the signal manipulator (is that its name?) can be used to delay a signal pulse but I can't check right now.
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I figured out a way of doing it. I plugged the On end trigger from a timeline into a counter then plugged the Counter Full into both the Power and Start timer of the timer, it has to be both then it works. If you dont, either the counter doesn't activate or it just activates straight away.
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