13 — Elapsed Time...
Satisfied when the trigger's countdown, set from the given delay, reaches zero.
Editor data
- Numeric ID
13- Engine ID
TEVENT_TIME- Editor name
- Elapsed Time...
- Need token
NEED_NUMBER- Parameters
- Number
integer
- Number
- Attachment
- general
INI example
[Events]
<TriggerID>=1,13,0,<Number>Valid values
- A delay in seconds of game time. Each second is 15 game frames.
0or a negative number leaves the countdown at zero from the start, so the event is satisfied on the first frame.
Caveats
- The countdown belongs to the trigger. It starts when the scenario creates the trigger, and restarts whenever Enable Trigger names the trigger, even if it is already enabled. Enable Trigger does not restart the countdown of a trigger switched off for the difficulty being played.
- The countdown also restarts when a global or local variable that one of the trigger's events tests changes value, and each time a persistent tag fires the trigger. A persistent tag therefore fires the trigger once every delay.
- A trigger that starts disabled counts its delay from the moment something enables it, not from the start of the scenario.
- A trigger has only one countdown. If it holds more than one Elapsed Time or Random Delay event, only the delay of the one written first in its event row applies.
- The event puts its tag on the general list, which is offered at the start of every frame. The event is satisfied from the first frame the countdown reads zero.
- A semi-persistent tag fires only while exactly one object or map cell holds it, and this event attaches the tag to neither. Use a volatile or a persistent tag.