edited April 2018 in ORK Support
What is the recommended method of trying to do a looping check like this?

image

Attempting it results in a pretty noticeable lag, from checking every .1 seconds. Changing it to a check every 1s helps alleviate that, but also means that there's often a 1s delay in the result instead of instant. Is there a better way to achieve it?


Maybe it'd be good to have a variety of 'Wait For' steps similar to the Wait For Input step? They'd be pretty handy for stuff like this.

- Wait for Status Value Change (Plus an optional Check)
- Wait for Status Effect Change (Plus an optional Check)
- Wait for Variable Change (Plus an optional Check)
etc.


Post edited by Kirb on
Tactics RPG Grid Battle System for ORK
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  • Unless you've got hundreds of status checks in the Check Status node, this shouldn't really cause any noticable performance drops ...
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  • edited April 2018
    I thought that as well! I tried a few more times; and I realized what was causing the editor lag; the event object was selected and showing in the inspector while in play mode, and had both ORK and Makinom object variable components on it, one of which was a timer variable. Deselecting the object got rid of the lag in the editor.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Oh, yeah, the constant editor updates can be quite demanding ...
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