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.