Difference between revisions of "Osiris/API/TimerLaunch"

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(Doocumented TimerLaunch)
 
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* call '''TimerLaunch'''(''(STRING)'''''_Timer''', ''(INTEGER)'''''_Time''')
 
* call '''TimerLaunch'''(''(STRING)'''''_Timer''', ''(INTEGER)'''''_Time''')
 
===== Description =====
 
===== Description =====
Starts a timer that will throw a [[Osiris/API/TimerFinished|TimerFinished]] event after at least '''_Time''' milliseconds.
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Starts a timer that will throw a [[Osiris/API/TimerFinished|TimerFinished]] event with the identifier '''_Timer''' after at least '''_Time''' milliseconds.
 
===== Notes =====
 
===== Notes =====
 
* The timer runs in "real game time". This means the number of milliseconds you specify will count in real time (wall clock time) while the game state is active.
 
* The timer runs in "real game time". This means the number of milliseconds you specify will count in real time (wall clock time) while the game state is active.
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* Only a single timer with a particular (event) name can be active at the same time. If you launch a timer with the same event name as an active one, the new timer will be ignored.
 
* Timers are saved to and restored from savegames.
 
* Timers are saved to and restored from savegames.
 
===== See Also =====
 
===== See Also =====

Latest revision as of 17:18, 19 December 2017

Full Definition(s)
  • call TimerLaunch((STRING)_Timer, (INTEGER)_Time)
Description

Starts a timer that will throw a TimerFinished event with the identifier _Timer after at least _Time milliseconds.

Notes
  • The timer runs in "real game time". This means the number of milliseconds you specify will count in real time (wall clock time) while the game state is active.
  • Only a single timer with a particular (event) name can be active at the same time. If you launch a timer with the same event name as an active one, the new timer will be ignored.
  • Timers are saved to and restored from savegames.
See Also