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> Help with Timed Matches Event
sanders
post May 28 2012, 01:43 PM
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Not sure if this has been done before, but I really need help with this.

I'm trying to make matches that burn for a certain amount of time (say, 15 seconds). When the match is lit, the lighting changes from almost pitch black to a brighter setting giving the effect of a lit match. Then 15 seconds appears at the corner of the screen and begins to countdown. When the 15 seconds hit 0, the match goes out and the room reverts to pitch black again.

I tried doing it with common events and timer variables, but the problem is once I get the match lit, I can't get it to go out when the timer hits 0. It stays lit and the timer stays at 0:00 at the corner.

Screenshots

How dark the original room is:


When lit:


It's not turning off...:


Common Event:


The common event is activated by the item "Match" when it is used. The common event uses the variable "lighting" to determine the level of darkness/brightness:
1 = Pitch black
2 = Very dark
3 = Dim light

These variables react with a lighting event on the map with 3 pages, each page being set on parallel process and activated depending on what "lighting" is set on.
Matches change 2 (which is the default number for lighting) to 3 to make the map visible for 15 seconds. After 15 seconds, 3 is supposed to go back to 2, however it is not doing this.

Please help!
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Thallion
post May 28 2012, 01:52 PM
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You have to make another common event set to parallel process that checks if the timer is 0.
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sanders
post May 28 2012, 02:19 PM
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QUOTE (Thallion @ May 28 2012, 02:52 PM) *
You have to make another common event set to parallel process that checks if the timer is 0.


When I put parallel process it wants me to choose a condition switch.
Should I ignore this or do I need to make a new condition switch?
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Thallion
post May 28 2012, 02:42 PM
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QUOTE (sanders @ May 28 2012, 06:19 PM) *
QUOTE (Thallion @ May 28 2012, 02:52 PM) *
You have to make another common event set to parallel process that checks if the timer is 0.


When I put parallel process it wants me to choose a condition switch.
Should I ignore this or do I need to make a new condition switch?


Yeah, you have to make a new switch that you turn on when the match is lit and turn off when the match goes out.
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sanders
post May 28 2012, 02:53 PM
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QUOTE (Thallion @ May 28 2012, 02:42 PM) *
QUOTE (sanders @ May 28 2012, 06:19 PM) *
QUOTE (Thallion @ May 28 2012, 02:52 PM) *
You have to make another common event set to parallel process that checks if the timer is 0.


When I put parallel process it wants me to choose a condition switch.
Should I ignore this or do I need to make a new condition switch?


Yeah, you have to make a new switch that you turn on when the match is lit and turn off when the match goes out.



Thanks, Thallion!
It totally worked!
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Thallion
post May 28 2012, 04:18 PM
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You're welcome, glad to be able to help.
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amerk
post Aug 9 2012, 09:21 AM
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A bit of a necro, but not really, since it's under 3 months. But I wanted to say this looks like one of the simplest lighting systems I've seen, and yet so effective. I may even try this one out myself when I have time.

In any case, sanders, now that you have the know-how, if you're up to creating a tutorial for others to use on this, it would be a welcomed addition and greatly appreciated. If you're using this for your own self and don't want to release your secrets, well that's also understandable, and the best of luck in your project.


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Shaddow
post Aug 10 2012, 10:57 AM
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I had a question about this too, not sure how I never noticed this topic though.

I too, have a lighting event I made, everything works great, the one problem I ran into is that the timer would continue in combat, and would end combat if it hit zero. I was able to stop this by removing a part of the script on timer, but it still does not stop the timer, it just prevents it from ending combat.

So, my question is this; were you able to make the timer stop in combat? Or did you simply not have combat in this area?


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