One Timer Works and the Other Doesn't! Why?

In the game, I have various enemies that take actions. Those actions include animations, dealing damage, generating damage text, and changing boolean states.

I feel like the best way to accomplish this is using a Timer so that I can set when certain things happen along with the timing so when the animation swipes down, then the damage and damage text get generated and if there are multiple hits, they are timing correctly.

However when I run the timer, nothing happens. The debugger says that the timer is running but the triggers aren’t triggering when the timer hits that time. I used timers before the project to success but for some reason nothing here and I’m not entirely certain why.

You can see in the above screenshot, the “Action Roll” timer works flawlessly. The things that happen at 0.1 seconds happen, 1.5 and then at 2 seconds deleting the timer.

But for the “Enemy 1 Action” timer, nothing happens at 0.1 seconds.

Any thoughts of how I’m implementing it incorrectly? Thank you for any insights!

The timer condition is a subevent of the inverted is dead condition which has a trigger once.


ce.

Oh wow. OK. Do you mind explaining to me why the inverted is dead condition triggering once doesn’t allow for the rest to go? Is it because since it triggers once, it happens for that frame it triggers and then everything below it is turned off after that frame?

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Condition
Inverted Button is pressed
Trigger once
Sub event
Timer is greater than whatever

Condition
Inverted Button is pressed < HERE
This happened on very first frame since you started your game without button being pressed

Now translate button pressed to player is dead

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Yes. Subevents can only be triggered when the previous events get triggered. If the previous or parent events have a trigger once then the whole group will only trigger once.

Just move the timer check conditions to their own lines.

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