+RusticScout Posted April 28, 2010 Share Posted April 28, 2010 I can't seem to get my cartridge to work at the last stage. I basically have the cartridge set up so that if you do this walk in ten minutes the final location is revealed. However if you do not make the walk in the ten minutes then it is suppose to show a message and make another zone active and visible. I cannot get the second part of the to work. Anyone have any ideas? I can send the file to you. Everything is set and working all except the ending if you don't make the time. Quote Link to comment
matejcik Posted April 28, 2010 Share Posted April 28, 2010 (edited) this is how you should do it: set up the timer so that "when the timer ticks", you show a message and make your zone active and visible set up the walk so that "when the player enters the zone" (for the final zone of the walk), timer is stopped and final location is revealed start the timer wherever you need it logic goes like this: timer is started and runs for ten minutes. when it finishes (this means a *tick*, not a stop. yes, it's confusing), it assumes that you didn't make it and shows you the alternate zone. if you make it in time, you stop the timer before it reaches the end. sort of like a timebomb - it explodes unless you cut the wires in time. if you are doing it like this, it should work. Edited April 28, 2010 by matejcik Quote Link to comment
+RusticScout Posted April 29, 2010 Author Share Posted April 29, 2010 this is how you should do it: set up the timer so that "when the timer ticks", you show a message and make your zone active and visible set up the walk so that "when the player enters the zone" (for the final zone of the walk), timer is stopped and final location is revealed start the timer wherever you need it logic goes like this: timer is started and runs for ten minutes. when it finishes (this means a *tick*, not a stop. yes, it's confusing), it assumes that you didn't make it and shows you the alternate zone. if you make it in time, you stop the timer before it reaches the end. sort of like a timebomb - it explodes unless you cut the wires in time. if you are doing it like this, it should work. Is there anyway I can send you my cartridge for you to look at? It is all finished. I just know basics and no matter which way I have tried to set it up the full thin doesn't work, only one part of it will work at the end. Quote Link to comment
+Duvhök Posted August 10, 2010 Share Posted August 10, 2010 Hi. I'm working on a WiG that have a speed task. When you reach the end I display via a dialog the value of elapsed time. Now this is in seconds. But 2113 seconds may not say so much. How should I do to display it in Hours:Minutes:Seconds? Quote Link to comment
+sTeamTraen Posted August 11, 2010 Share Posted August 11, 2010 (edited) How should I do to display it in Hours:Minutes:Seconds? You can convert a number to seconds to an H:M:S string in Lua with os.date("%X",numberofseconds) But I'm not sure how you use that information with Urwigo. Edited August 11, 2010 by sTeamTraen Quote Link to comment
+Duvhök Posted August 11, 2010 Share Posted August 11, 2010 How should I do to display it in Hours:Minutes:Seconds? You can convert a number to seconds to an H:M:S string in Lua with os.date("%X",numberofseconds) But I'm not sure how you use that information with Urwigo. Thanks. I have added the question with your input to the Urwigo thread. Quote Link to comment
+Duvhök Posted August 17, 2010 Share Posted August 17, 2010 (edited) How should I do to display it in Hours:Minutes:Seconds? I have figured out a way. May be not the best but it is one way. Edited August 17, 2010 by Duvhök Quote Link to comment
+Orrsome86 Posted June 24, 2019 Share Posted June 24, 2019 Could someone please reinstate or redo the above images regarding elapsed time timers. it would be a great help to what i want to do in my Wherigo Quote Link to comment
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