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Author Topic: Timer in Wintermute  (Read 3789 times)

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Novrick

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Timer in Wintermute
« on: October 17, 2010, 01:33:43 PM »

Hello, I'm quite new with wintermute......so I'm looking for help with something.

I want to put a timer on the game. A timer that is shown on the upper left corner of the screen.

this timer shall be active after a event (like reading someones diary). Before hand there should be no timer

when the timer gone down, the game fades to a new scene (either a game over scrren or a new room...you get the idea)


anyone that can help me with the scripts for this kind of thing?
« Last Edit: October 17, 2010, 02:23:27 PM by Novrick »
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anarchist

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Re: Timer in Wintermute
« Reply #1 on: January 24, 2011, 01:59:20 PM »

Hi,

I am also new in Wintermute (but have some experience in programming and of course playing games  ;D).

Check this page: <wrong link>

This is an excellent free book on Wintermute. Check out what the writter says about "daemons" and also check out the contents of the "bomb.script" file.
« Last Edit: January 25, 2011, 09:53:52 AM by anarchist »
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Mnemonic

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Re: Timer in Wintermute
« Reply #2 on: January 25, 2011, 09:23:52 AM »

Wrong link :) I think it was supposed to be this: http://res.dead-code.org/doku.php/wmebook:start
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anarchist

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Re: Timer in Wintermute
« Reply #3 on: January 25, 2011, 09:53:32 AM »

How silly of me  ::slug

Actually, the specific link in the book is this:
http://res.dead-code.org/doku.php/wmebook:ch3

The writer explains the use of daemon scripts with the example of a bomb.script. Novrick can use this as an example to create a timer. As for depicting the timer value, I guess it is not difficult to make that out.
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