Hi all,
Just having some issues with creating a countdown timer for a game.
I thought it was all good and working until I tried making the last 5 seconds turn red and pulse (punch scale) every second to alert the player of impending doom.
The game has pickups which can add to the time as well as mobs which can take away time.
The 3 screencaps are my current setup. The green states are all working well and good as they should. I know that the only thing keeping things 'real time' is the per second check box in the FloatSubtract state.
My issue is that a few things happen when I add the blue states (warning <5seconds) - the time pulses at 5 and 4 correctly but then stops counting down (i.e. is stuck at 4 seconds display). The sound file instead of a beep per 1 second goes brrrrrrrrrr. Which I am guessing is every frame? The timer is still counting down (milliseconds but a lot slower than per second).
Is the punch scale time somehow messing with the float subtract per second clock?
I have also tried DJDinos CountdownTimer which works fantastic if it was just a countdown, but I can't seem to alter the timer on the fly (adding / subtracting as time counts down). So with this - countdown works, beeping, red and pulsing at 5,4,3,2,1, but can't seem to add/subtract pickup/mob time on the fly.
So in summary I am trying to create a countdown timer that can be added and subtracted to on the fly and at the last 5 seconds go red, beep and punch scale. The user is able to gather pickups to re-go above 5 seconds returning to a non pulse and blue state.
Thank you to anyone taking the time to read.
JG