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having a timer count when a string is active
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Shadow101010
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Default having a timer count when a string is active - 05-10-2013, 08:27 AM

Hello, I was wondering if I could ave a timer count down while a sting is active. If that doesn't work, is there a way to have the timer register with the comuter clock to tell the time of when the sting started and then ended, then you would subtract it?
Thank you!

To play my game you need to type the color of the word that pops up (ex.if the color purple appears and the color of the word itself is blue, you would type in blue)
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File Type: a2w Final project.a2w (775.4 KB, 4 views)

Last edited by Shadow101010; 05-10-2013 at 08:33 AM. Reason: need to add instuctions for my game
   
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x2495iiii
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Default 05-10-2013, 12:42 PM

What exactly do you mean? It looks like you have a working timer already. What would you like changed?


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Shadow101010
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Default 05-10-2013, 01:04 PM

when you play the game, the string pauses the timer, so i was wondering if there was a way so that wouldn't happen
   
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Default 05-10-2013, 01:09 PM

Ah.

Making the timer account for time used during the typing is possible, but it still won't count down while the dialogue box is visible.

Is that alright?


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Shadow101010
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Default 05-10-2013, 01:13 PM

Quote:
Originally Posted by x2495iiii View Post
Ah.

Making the timer account for time used during the typing is possible, but it still won't count down while the dialogue box is visible.

Is that alright?
Yes, that would be perfectly fine!
   
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x2495iiii
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Default 05-10-2013, 01:34 PM

This should work. Tested it a few times and it seems to be accurate.

You'll need to add something to stop the timer at the end of the game.
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File Type: a2w Final project.a2w (811.8 KB, 38 views)


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