Timer Trouble Help Please
Posted: Wed Aug 22, 2007 10:28 am
if ( Health <= 30)
{
ChangeTransparency("Event Actor", 0.555556);
}
if ( Health <= 0)
{
ChangeTransparency("Event Actor", 1.000000);
PlaySound2("data/Boom 1.wav", 1.000000, 1, 0.000000);
CreateActor("Bang", "Bang01", "no parent", "no path", 0, 0, false);
DestroyActor("Barberian");
MoveTo("TextHolder", 2020.000000, -12.000000, 1.000000, "", ""); \\BITMAP
TIMER @@@@@@@@@@ PLEASE
}
Hi All,
After a Villain’s Health gets to “0” I want to make him transparent and then show a small bitmap
which states “Going To Next Level” I want the bitmap to stay on the screen for 6 secs.
I need a timer using code to give me the 6 sec delay, and then take the player to the next level.
I might be wrong but it seems that Timers can only be used in a new Event, am I wrong
can someone please assist.
Cheers
{
ChangeTransparency("Event Actor", 0.555556);
}
if ( Health <= 0)
{
ChangeTransparency("Event Actor", 1.000000);
PlaySound2("data/Boom 1.wav", 1.000000, 1, 0.000000);
CreateActor("Bang", "Bang01", "no parent", "no path", 0, 0, false);
DestroyActor("Barberian");
MoveTo("TextHolder", 2020.000000, -12.000000, 1.000000, "", ""); \\BITMAP
TIMER @@@@@@@@@@ PLEASE
}
Hi All,
After a Villain’s Health gets to “0” I want to make him transparent and then show a small bitmap
which states “Going To Next Level” I want the bitmap to stay on the screen for 6 secs.
I need a timer using code to give me the 6 sec delay, and then take the player to the next level.
I might be wrong but it seems that Timers can only be used in a new Event, am I wrong
can someone please assist.
Cheers