Greven 
 
 
		
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Removing a Timer 
			 
			
				Hi there, 
Ive been trying and trying but I cant get this to work.
 
I created a timer on OnEnter called GiantStep. And then in the GiantStep Func i added a timer that goes to GiantStep Func again (in other words a loop) Now I want this timer to be removed when the person picks up an item but the RemoveTimer doesnt work. 
So here's my .hps
 void OnEnter() 
{ 
AddTimer("", 2, "GiantStep"); 
} 
 
void GiantStep(string &in asTimer) 
{ 
PlaySoundAtEntity("", "enemy_hallucination_disappear.snt", "hanging_lantern_ceiling_3", 0.0f, true); 
AddPropImpulse("key_tomb_1", 0, 0, -2, "World"); 
AddTimer("", 4, "GiantStep"); 
StartScreenShake(0.05f, 0.3f,0.2f, 0.1f); 
} 
 
void Scream(string &in asEntity) // When the item is picked up 
{ 
PlaySoundAtEntity("", "guardian_distant3.snt", "hanging_lantern_ceiling_3", 0.0f, true); 
StartScreenShake(0.1f, 2.0f,0.2f, 1.5.0f); 
AddTimer("", 0.1, "StopGiantStep"); 
} 
void StopGiantStep(string &in asTimer) 
{ 
RemoveTimer("GiantStep"); 
}
  
			 
			
			
 
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	| 06-02-2011, 07:41 PM  | 
	
		
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		Khyrpa 
 
 
		
			Senior Member 
			
			
			
 
			
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RE: Removing a Timer 
			 
			
				you must use the string& asName to check what timer to end... So change it like this: 
 
AddTimer("thishere", 4, "GiantStep"); 
 
RemoveTimer("thishere");
			 
			
			
			
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	| 06-02-2011, 08:08 PM  | 
	
		
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		Hardarm 
 
 
		
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RE: Removing a Timer 
			 
			
				 (06-02-2011, 07:41 PM)Greven Wrote:  Hi there, 
 
Ive been trying and trying but I cant get this to work. 
 
I created a timer on OnEnter called GiantStep. And then in the GiantStep Func i added a timer that goes to GiantStep Func again (in other words a loop) Now I want this timer to be removed when the person picks up an item but the RemoveTimer doesnt work. 
So here's my .hps 
void OnEnter() 
{ 
AddTimer("", 2, "GiantStep"); 
} 
 
void GiantStep(string &in asTimer) 
{ 
PlaySoundAtEntity("", "enemy_hallucination_disappear.snt", "hanging_lantern_ceiling_3", 0.0f, true); 
AddPropImpulse("key_tomb_1", 0, 0, -2, "World"); 
AddTimer("", 4, "GiantStep"); 
StartScreenShake(0.05f, 0.3f,0.2f, 0.1f); 
} 
 
void Scream(string &in asEntity) // When the item is picked up 
{ 
PlaySoundAtEntity("", "guardian_distant3.snt", "hanging_lantern_ceiling_3", 0.0f, true); 
StartScreenShake(0.1f, 2.0f,0.2f, 1.5.0f); 
AddTimer("", 0.1, "StopGiantStep"); 
} 
void StopGiantStep(string &in asTimer) 
{ 
RemoveTimer("GiantStep"); 
}
  
I think because your timer doesn't have a proper name ^^
 Quote:AddTimer("", 0.1, "StopGiantStep"); 
Try to set, between those empty quote brackets, "GiantStep", and then try again   
Try and tell me if it works =)
			  
			
			
			
				
(This post was last modified: 06-02-2011, 08:09 PM by Hardarm.)
 
				
			 
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	| 06-02-2011, 08:09 PM  | 
	
		
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		Greven 
 
 
		
			Member 
			
			
			
 
			
	Posts: 106 
	Threads: 13 
	Joined: May 2011
	
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RE: Removing a Timer 
			 
			
				Yeah it works just fine    Thank you guys ^^
			  
			
			
 
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	| 06-02-2011, 08:42 PM  | 
	
		
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		Kyle 
 
 
		
			Posting Freak 
			
			
			
 
			
	Posts: 911 
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RE: Removing a Timer 
			 
			
				Hmm... That's a quick way to do it. I was thinking along the lines of using local variable integers. :/
			 
			
			
 
			
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	| 06-02-2011, 09:35 PM  | 
	
		
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