Im trying to set a particle effect on a random timer and it doesnt seem to be working
even an array set to a random timer on a loop seems to not be working for me.
Im trying to set a particle effect on a random timer and it doesnt seem to be working
even an array set to a random timer on a loop seems to not be working for me.
a looping timer gets paused when you enter stasis and does not unpause coming out of stasis unless you unpause it. just fyi. If you want an unmanaged loop, easiest is just to add a delay node and route back to the beginning of your logic or call a custom event that will then fire the code off again.
Not sure if this has anything to do with your issue.
Do looping timelines get paused during stasis?
Also do things start paused if the entity starts in stasis?
Not sure how to work out the answers to these sorts of questions, ark modding documentation seems scarce.
i have 5 particle effects that only happen one time. i want to set a random timer on a loop for it to keep going off (example: loop between 5 and 30 seconds)
I dont want them going off all at the same time, so, i would need a random timer for each one.
Just set a float var to a rnd val every time the code runs, and plug that var into your delay node up front, and avoid a looping timer all together to bypass stasis.
Or build and array and rnd however many indexes unique.
Timelines, I am not sure about. You can always build a structure with a looping timeline and have it at the orig player spawn on test map, then cheat setplayerpos 30000 0 150, which will force the actor into stasis. have the timeline print a string server side, as the client will unload the ref. when it is not in range. (assuming you are running dedi mode and 1 client only). stasis happens ~20,000 units.
On server restart, everything starts and runs, but after the area is loaded and there are no active entities, the looping timer will pause/become unreliable (will fire randomly as net dormancy is handled on the server, i am assuming).
lol … umm … yeaaaaaaah …
example?
create how ever my float vars you need for each unique rnd value you want
lets say call them LoopDelayRND1, LoopDelayRND2, and LoopDelayRND3 if you need 3, and thats what we will go with in this example.
event begin play -> set your 3 RND values to rnd values -> sequence with 0, 1, 2 ->
(then 0) -> delay(LoopDelayRND1) -> your logic for whatever -> set LoopDelayRND1 to a rnd value -> link back to the front of the delay node after (then 0)
(then 1) -> delay(LoopDelayRND2) -> your logic for whatever -> set LoopDelayRND2 to a rnd value -> link back to the front of the delay node after (then 1)
(then 2) -> delay(LoopDelayRND3) -> your logic for whatever -> set LoopDelayRND3 to a rnd value -> link back to the front of the delay node after (then 2)
thanks J - i will give this a shot