Author Topic: Timer Event  (Read 1054 times)

It'd be nice to have a set of client timer events.

________>Client>startTimer
________>Client>stopTimer
________>Client>clearTimer
________>Client>displayTimer

You mean an on-screen timer?

/support

You mean an on-screen timer?

/support

Not quite. A little background to my server, I was thinking about making some kind of time trial race. When a player crosses the starting point, their timer starts (not visible). Along the way, the player would reach checkpoints that would display their time with a center print. As soon as a player makes it to the end, the timer would stop and display the player's time.

Having an always visible timer would be nice as well. You could have it be server-sided, where it would center/bottom-print that would update every second. Or you could have the display be client-sided, where a gui displays the time.



This can be done with VCE and a relay/printOverflow loop.

This can be done with VCE and a relay/printOverflow loop.
I think he's talking about a server-wide thing or something visible to multiple clients.

This can be done with VCE and a relay/printOverflow loop.

Would you please make a tutorial? I can't think of an efficient way to do this with a server full of players.

I think he's talking about a server-wide thing or something visible to multiple clients.

Yes, thank you.

Yes, thank you.
There are default functions in the default minigame's round time.  My suggestion is dig through those scripts and find a way to make it into an event and visible.

Why does VCE always pop us as 'the answer'? (Don't answer that...)

Anyway, it is indeed all possible with the current events we have; even the default ones kind of meet the criteria. It would be nice to have a separate event for this though.

Support.


probably the easiest way to do it is just a loop and a counter, whether it be a brick or variable in VCE