Lord Misfit, on Aug 10 2009, 07:19 PM, said:
In NR I have it set that when you have the game paused, it shows a customized display which generally includes a quote from the current character in play as a biting quip to the player directly [breaking fourth-wall type of stuff], which changes between five quotes after a set time. However there's a problem with it in incrementing timer variables in EVENT_DISPLAYREST, which the var will increment at a different speed depending on the specs of the system or the CPU power [i.e. mine takes twice the intended time to cycle quotes, while a friends cycles the quotes 3-4 times faster than it should be].
I wanted to put the incrementing var somewhere else where it wouldn't cause the problem, but putting it in the APLAYER actor is useless since actor code won't run when the game is paused. Code under EVENT_GAME also doesn't seem to run at all when the game is paused, so the timer wouldn't increment in that situation either, and I need to know if there's somewhere I can insert my "addvar [timer] 1" code where it'll increment at a proper speed but still run while the game is paused. Anyone know what to do? o.o
I think this could be resolved if there was a gamevar that holds how much tics in a screen event passes for every normal tic.