Ignore time scale option
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@robinsonx Nevermind, I wasn't thinking. Can't Get Time because the timer triggering it will get frozen
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@aidan-oxley simple solution would be to make it that timer(0s) still runs 60 times per second regardless of time scale, though existing timer(0s) would have to be replaced with timer(0.17s)
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@jack8680 that runs once per frame AFAIK.
Is there not a get time scale?
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@jack8680 tested it, timer 0s gets frozen.
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Yeah, I meant simple solution for hyperPad devs would be to change the behaviour of timer(0s) to ignore time scale.
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Why not set the timer based on the time scale you are going to do before you actually start the time scale? Timers can have an output in the input field, right?
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@itap-development If time scale is set to zero, it's completely frozen, it's impossible to make anything with a duration run.
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@aidan-oxley oh I didn’t realize it was 0. Why would you set it to 0???
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@itap-development Ignoring the reasons why to set it at 0, this is a generally useful ability.
Timers should have two possible modes of operation:
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Game World Time (indexed to the rate of the game)
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Mach Time (absolute time, regardless of Game World Time Scaling/Changes/Rates)
Here's the most famous usage of this differentiation:
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@deeeds So, ignoring the only question I asked, tell me something that’s fairly obvious considering this thread. LOL
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@itap-development In my game, I wanted to trigger time to freeze, then have a bit of a delay before it started again.
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@itap-development I do believe he was making an attempt to explain why things are the way they are.
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@itap-development If it's fairly obvious, why does hyperPad only have one? If things that are fairly obvious to you are fairly obvious, how did you miss the second sentence of the OP: "Say you want time to freeze for 10 seconds for some reason."?
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@deeeds what about it did I miss?