playMaker

Author Topic: Rotate action ignores time scale?  (Read 1324 times)

indeed

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Rotate action ignores time scale?
« on: August 07, 2016, 09:13:01 AM »
I'm nearing completion on a game and implementing a pause feature using timescale set to 0. It works on 99% of the game/all of my FSMs except for one place where I use the Rotate action. This seems to ignore time scale and continues when it's set to 0. I just have "every frame" checked, however it respects time-scale if I check "per second", but I don't know how to convert what I was doing before, in values, to be identical to the "per second" version of the same rotation.

Is this how Rotate is supposed to work? To ignore time scale?

kavery

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Re: Rotate action ignores time scale?
« Reply #1 on: August 08, 2016, 09:13:12 AM »
Not using per second ignores time as you suspect. Sometimes this is desired. Like a pause screen that still has some animated buttons. You just have to find the numbers that work using per second. They are usually wildly different. I believe 1 is a full revolution using per second.