Flare
Stops copies me!
- Reaction score
- 662
Strictly speaking, shouldn't you be starting the timer at 0 seconds of game-time? If someone put the time on display in their game, it'd appear to be a few seconds ahead of the actual start time (e.g. displayed value at 0 seconds of game-time could be 5) since the timer would be started while the loading screen was still present
Just did a quick test on a new map. Event was 'Elapsed game time is 0.00 seconds', and GameTime_Get () returned 0.063 and, for what it's worth, the code
Doesn't seem like a big thing there, but if you put the system into an existing map with alot of content, the discrepancy could be much bigger
Just did a quick test on a new map. Event was 'Elapsed game time is 0.00 seconds', and GameTime_Get () returned 0.063 and, for what it's worth, the code
Code:
Zero Sec
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Custom script: call BJDebugMsg ("Event is Elapsed game time is 0.00 seconds, supposed elapsed time is " + R2S (GameTime_Get ()))
Doesn't seem like a big thing there, but if you put the system into an existing map with alot of content, the discrepancy could be much bigger