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Timer Trouble Help Please

PostPosted: Wed Aug 22, 2007 10:28 am
by ozziedave
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

PostPosted: Wed Aug 22, 2007 1:53 pm
by arcreamer
yes new timers can only be created in a Create Actor event i think all of them but im positive that the first one has to be,

so did you mean u want the bmp to stay on the screen for 6 secs?

you can make a new timer and then name it "bmp timer" and you can make it for 6 sec then on your collision with your enemy, you can have create actor (your bmp) and add the timer to the bmp and then u can have on the timer, after 6 sec to destroy the bitmap