Osiris/API/TimerLaunch: Difference between revisions

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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.

Revision as of 16:16, 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.
  • Timers are saved to and restored from savegames.
See Also