Is there some good way to stop timers, AI, etc. while player is watching cutscene?
For example:
1st attack wave at 3:00 (=Elapsed game time is 180 seconds)
Cutscene that lasts 60 game time seconds
2 attack wave at 5:00 (=Elapsed game time is 300 seconds)
I want that player has 2 minutes time before 2nd attack wave arrives.
If use event "Time elapsed" is it same as mission time? Any exact answers for that?
What I want is that cut scenes don't use "game time". So lets say that first cutscene comes at 3:00 and I stop "mission time" for that cutscene. Cutscene is finished and "mission" time continues from 3:00. Next attack wave arrives at 5:00 so is that 5:00 mission time same thing as "Elapsed time is 300 game time seconds"?
Hope you understand my point =) I do some more testing.
So I'm not talking about "timer" that is started / stopped by triggers.
Is there some good way to stop timers, AI, etc. while player is watching cutscene?
For example:
1st attack wave at 3:00 (=Elapsed game time is 180 seconds)
Cutscene that lasts 60 game time seconds
2 attack wave at 5:00 (=Elapsed game time is 300 seconds)
I want that player has 2 minutes time before 2nd attack wave arrives.
Any advice?
you can just pause the timer an start it again after the cutscene. and you can pause the AI during a cutscene via one of the options.
I made this trigger for testing:
What is "mission time" actually? Or "game time"?
If use event "Time elapsed" is it same as mission time? Any exact answers for that?
What I want is that cut scenes don't use "game time". So lets say that first cutscene comes at 3:00 and I stop "mission time" for that cutscene. Cutscene is finished and "mission" time continues from 3:00. Next attack wave arrives at 5:00 so is that 5:00 mission time same thing as "Elapsed time is 300 game time seconds"?
Hope you understand my point =) I do some more testing.
So I'm not talking about "timer" that is started / stopped by triggers.