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FPSC Classic Scripts / question about timers

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chorelan
13
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Joined: 9th Dec 2010
Location: trolling in a forum near you!
Posted: 18th Mar 2011 22:14
ok say im using two different scripts with 2 different timers, would one interfere with the other?

bhawkgames.blogspot.org
Ched80
14
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 18th Mar 2011 22:46
If you just use "timerstart" then yes, if you use "etimerstart" then no.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
chorelan
13
Years of Service
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Joined: 9th Dec 2010
Location: trolling in a forum near you!
Posted: 19th Mar 2011 00:11
so i can have as many as i want with etimer? also whats the difference between etimer and timerstarrt?

bhawkgames.blogspot.org
Ched80
14
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 19th Mar 2011 00:27
Yes - etimers (stands for entity timers) are only visible to the specific entity calling it. timers, or global timers, are visible to every entity.

You choice of timer depends what you're trying to achieve.

etimerstart - starts/resets the specific entities timer, use this if only the specific entity reacts the etimer conditions (enemy stuck, adds heath for X seconds, etc.).

timerstart - starts/resets the global timer, use this is a number of entities react to the timer conditions (release enemies, spawn objects, etc.).

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]

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