» Fri Jun 17, 2011 6:17 am
Oh, that's a good idea, using another quest with a (relatively, like 1 second) high delay. What I need it for isn't highly precise, so that should work just fine. Two ideas cross my mind:
- start a secondary quest that has a delay I want to check for, and when it fires, have it shut itself down and set a variable in my main quest
- have a second quest running continuously, where it sets a variable every time it fires, that my main quest (that's running every frame) checks, then unsets
Is there no way to read back whatever value is set by SetGlobalTimeMultiplier? Because that's what I'd prefer for a couple GetSecondsPassed spots, just to normalize things. Assuming there's not, I suppose I could run a timed quest script and compare the time I have it set to to the time result of GetSecondsPassed.
Queue