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. | + | 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. | ||
+ | * 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.