I want to add a timer to my assassin Scratch game, but I don't know how to make a timer that isn't the annoying default timer. Any tips/ideas?
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1. Go to help with scripts.
2. Do something like
forever
change var (timer variable) by (0.01)
end
as 0.01 is the default time in between scripts running, I believe.
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mythbusteranimator wrote:
1. Go to help with scripts.
2. Do something like
forever
change var (timer variable) by (0.01)
end
as 0.01 is the default time in between scripts running, I believe.
jvvg wrote:
when gf clicked set [mytimer v] to [0] forever wait (.1) secs change [mytimer v] by (.1) end
first one will depend heavily on how many scripts run, and second will also fail because the execution engine isn't really exact about timing. what's bad about the normal timer?
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jvvg wrote:
when gf clicked set [mytimer v] to (0) forever wait (.1) secs change [mytimer v] by (.1)
Fixed.
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Forever if <timer> > (frequency of incrementing, use .01)
Reset timer
Change [MyAwesomeTimer] by [frequency]
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Molybdenum wrote:
forever if <timer> > (frequency of incrementing, use .01) Reset timer Change [MyAwesomeTimer] by [frequency]
Oops, fixed.
Last edited by Firedrake969 (2012-10-04 16:27:34)
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Firedrake969 wrote:
Molybdenum wrote:
forever if <timer> > (frequency of incrementing, use .01) Reset timer Change [MyAwesomeTimer] by [frequency]Oops, fixed.
dvd4 wrote:
Molybdenum wrote:
when gf clicked Forever if <(timer) > (frequency of incrementing, use .01)> Reset timer Change [MyAwesomeTimer] by [frequency] // fixed !
How many times do I have to say it. I'm using pseudocode, which is orders of magnitude shorter, easier to write, and flexible.
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