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Delay node interrupts Event

Hey, I have this little Script alt text

when the event "DecreaseSpeedOverTime" is executet it prints:

Speed -25

(waits 0.75 sec)

Speed +25

all fine and good. The Problem is when this events gets executet two times in between 0.75 sec. Then it prints:

Speed - 25

Speed - 25

Speed + 25

the second Speed +25 is missing...

alt text

My Goal is that i decrease the speed of an Enemy every time i shoot it for some time, and the decreasement is stackable. Does Anyone has a solution for this problem?

Product Version: UE 4.10
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asked Feb 16 '16 at 04:43 PM in Blueprint Scripting

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Patinger
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2 answers: sort voted first

KerberusGames solution works, but it will not keep the timing at which the events occured. So if you press F, then F again after 0.1 seconds, the second event will be off after 1.5 seconds and not 0.85 seconds.

So here's a version that will keep the timing right.

The "ListOfDates" variable is of type DateTime and set as a list.

Hope this fits your need

Cheers,

  • Marc

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answered Feb 16 '16 at 09:21 PM

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MarcAndreG
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avatar image Patinger Feb 16 '16 at 10:45 PM

yea thanks, i thought about something similar... but hoped it could be more simple. Thanks to you both! Will try this tomorrow but im sure this will do the job.

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alt text

The example given simply uses a 'Counter' variable to check how many times In vs Out the full script has been fired and hold the remaining within the variable. *Then check if the variable is more than or equal to 1 (1 held execution), if so trigger the delay again. Storing the Counter in a variable will be useful if you want to make the number of held +25% executions affect the speed in which they are regained. Such as 10 held executions could divide the 0.75 delay to give a 10% faster recovery.

On delays: The basic delay will ignore any further executions until the delay has finished. The retriggerable delay will reset the delay timer with each execution.

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answered Feb 16 '16 at 08:08 PM

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Chika Wowwow
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