I created a very simple game with a timer that is running from the start, and has two commands, PAUSE and CONT:
http://textadventures.co.uk/games/view/ ... rig/timersWhat I found was that the timer runs properly at first (and you can do LOOK, INVENTORY, HELP no problem), but it you stop it and then start it again, it screws up, only firing when the player does something (as though it has become a turn script, not a timer script).
As long as you start with it running, and keep it running, then all seems to be fine. ou can even save the game, and when you resume it is still going.
Has anyone else looked at this at all? Does this help diagnose the bug even? Other comments?
I have a game in mind (and partly implmented) that relies heavily on timers. One timer running from the start is all I need. Is it going to be reliable?
<!--Saved by Quest 5.5.5173.27901-->
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="timers">
<gameid>533db33f-b506-4707-9ca5-976d00e7ed3f</gameid>
<version>1.0</version>
<firstpublished>2014</firstpublished>
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
</object>
<command>
<script>
timer1.enabled = false
</script>
<pattern>pause</pattern>
</command>
<command>
<script>
timer1.enabled = true
</script>
<pattern>cont</pattern>
</command>
<timer name="timer1">
<interval>5</interval>
<enabled />
<script>
msg ("... time passes ...")
</script>
</timer>
</asl>