How to fire with delta time?

I need “Key S” to fire constantly (or pass on a signal or whatever the white line is called) but with delta time, but I don’t know how to connect the two.

Set it as a parameter on KeyS

and then pass it

image

I’m not quite sure what it does, but I don’t see any changes, it is to control a physics object, os if I lower the fps the game becomes unplayable.

The delta Time is nothing you can use to fire… Since it is set AFTER the Tick event approaches.

So, delta Time == the time in seconds since the last Tick.

So, if you want to fire, f.e. every second, you can set
A: the Tick interval to 1.0
B: add a delta Time counter and a branch for a second.

I’m still new to all this, but I think I have an idea of what you mean, however the delta Time counter I have no idea how to make.

OK, your original question was too vague :slight_smile:

Do you have code controlling the object, or is it just a mesh with physics?

yes I believe it’s just a mesh with physics

Have you tried sub-stepping?

yes but it makes no difference, I’m probably doing it wrong.
Skærmbillede 2022-08-23 194838

What is your frame rate?

120, but when I set it to 20 the physics doesn’t work

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Hmm, that should do it. Must be something else going on…

Can you post here a picture (or two) to see what is doing the KeyS Custom Event please? ^^

Well it seems that there is no solution for this problem, so I have had to compromise.

In your custom event drag de red square and type: set timer by event, make it loop.
add a branch, in that branch u will have to check if your key/button is pressed, if it’s true, execute de fire :person_raising_hand: