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Too many Timers expire at once

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Mar 24, 2013
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So at the start of the game people get Rocks and a 30 second timer fires, they can upgrade there RockCount timer so its shorter, however I guess its just too many timers expiring because the game freezes and doesn't unfreeze lol.

I mean it fires 12 times which I really don't think is that big of a deal but maybe it is... Is there a better way to do this?

  • Rocks Restock
    • Events
      • Time - RockCount_Timer[1] expires
      • Time - RockCount_Timer[2] expires
      • Time - RockCount_Timer[3] expires
      • Time - RockCount_Timer[4] expires
      • Time - RockCount_Timer[5] expires
      • Time - RockCount_Timer[6] expires
      • Time - RockCount_Timer[7] expires
      • Time - RockCount_Timer[8] expires
      • Time - RockCount_Timer[9] expires
      • Time - RockCount_Timer[10] expires
      • Time - RockCount_Timer[11] expires
      • Time - RockCount_Timer[12] expires
    • Conditions
    • Actions
      • For each (Integer TempInt) from 1 to 12, do (Actions)
        • Loop - Actions
          • Custom script: if GetExpiredTimer() == udg_RockCount_Timer[udg_TempInt] then
          • Set RockCount[TempInt] = (RockCount[TempInt] + 1)
          • Countdown Timer - Start RockCount_Timer[TempInt] as a One-shot timer that will expire in RockCount_TimerLength[TempInt] seconds
          • Custom script: endif
Edit: Ugh...Found my own dumb error, I some how set the new timers duration to 0 >.<
 
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