Is it possible to have Multiple timers to handle delays

HauntedPringle
Sun, 27 Jan 2019 01:24:32 +0000
Blueprint

So I’m trying to create a function or series of functions that will add status effects to the player character that drain stamina and health over time, but only stay active for a certain amount of time. E.g. drain health by 1/s for 6 seconds.

The issue i’m having is wanting to have these stackable so at one point they can have an affect added that drains 1 health/s for 6 seconds then after 3 seconds have another one added so the player will drain 1 health drained for 3 seconds, then 2 health for another 3 seconds, then 1 health for another 3 seconds. I’ve tried using timers so far but with no luck.

I’m also attempting to replicate the functionality of printing to the console for messages to the player that appear for a certain amount of time. I’ve got something working that stacks and orders a text array, the elements of which are bound to 5 text boxes in a player hud. the issue again is with making them go away after x seconds. I’ve tried using timers again but it only works for one of the 6 text boxes.

this adds a message to the text boxes to test them, the printing is just for testing too

the function in the timer is simply counts to 20 over 2 seconds then calls the cancel timer event.

This is my function to add the messages to the text array variable

it works perfectly and stacks them downwards so the last message added is at the top of the display.

this is the function i currently have set up to remove the message items

6 posts - 1 participant