Would "wait until timer=0" not work for that?
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I think the issue is probably that the timer is zero for such a short time, it is easy for the "wait until" script to miss it.
You could try
Wait until (Round (Timer) = 0)
As long as you are not resetting your timer more than 1 time per half second, that would do it, I think.
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Hmmm. Well, If you look at the newest version of the game that I am doing, (that you helped me get working), you will see that the timer very well might be reset in less than half a second.
Since pen colours don't show up over sprites, do you have any idea of how to implement painting with the line made of many sprites? I sat up yesterday working on until I was so tired that I couldn't understand my own scratch code...
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Also, an option for angles "If angle is less than that then do this" would be handy.
I actually managed to implement this on my project but figuring it out almost did my head in. http://scratch.mit.edu/projects/AlveKatt/29697 (The line sprites chooses a longer costume if you do a straight line. But if you make sharp turn the Line sprite chooses a shorter costume. I tried having three different lengths at first, but it got too slow. The line just couldn't keep up.)
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AlveKatt wrote:
Mayhem wrote:
Would "wait until timer=0" not work for that?
I tried that. I noticed that the timer doesn't work with =, just < and >.
I tried using a really small decimal. But I noticed that it doesn't allways react to them.
try
wait until timer<1
<wait until><(<timer> <<> 1 )>
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