Calculating elapsed time in a script?

Post » Tue May 17, 2011 9:16 am

I'm pretty sure this was possible under Oblivion, but I can't remember how it was done. I want to know how you'd do the same thing Fallout. I want something in my script to occur 5 seconds after something else has occurred. If I recall, in Oblivion, we'd do something like:

set fElapsedSeconds to fElapsedSeconds + XXXXX.if (fElpasedSeconds > 5.0)    do something endif

I can't remember if that is right and where we got XXXXX from. Does that code look right to anyone? Did we use fQuestDelayTime for XXXXX?
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FirDaus LOVe farhana
 
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Post » Tue May 17, 2011 1:06 pm

http://geck.gamesas.com/index.php/Scripting_Tutorial:_Creating_a_Simple_Timer
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ZzZz
 
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Post » Tue May 17, 2011 2:10 pm

Thanks, I was pretty sure there was a function that got the amount of time that had elapsed. However, my searching on the words 'time' and 'elapsed' yielded nothing of use.
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Heather Stewart
 
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