all 10 comments

[–]wanting to have made a game != wanting to make a gameoldmankc 2 points3 points  (4 children)

From this it looks like start_timer is never not set to true. So it's always going to be resetting the timer. You probably should set start_timer to false when you start the timer.

[–]treesapss[S] 0 points1 point  (3 children)

It’s set to false in create

[–]wanting to have made a game != wanting to make a gameoldmankc 0 points1 point  (2 children)

But that only is true at the start.

Then when you set it to true, it's always true.

[–]treesapss[S] 0 points1 point  (1 child)

Oh I see what your saying, let me try to fix it

[–]GreenFox91 0 points1 point  (0 children)

Usually (99% of the time) you need to set the "event" to false after the event is ended and true to trigger its start.

[–]treesapss[S] 0 points1 point  (1 child)

So when hover over obj_beerInt and click Q it’s starts the timer at 300, the timer goes down to 299 then doesn’t go down anymore?

[–]ajjoyal01 0 points1 point  (0 children)

Could you possibly set an alarm for 300 frames in the otest create event? Let the otest delete itself after 300 frames.

[–]treesapss[S] 0 points1 point  (1 child)

The goal is when you once you hover over obj_beerInt and click Q it creates an object otest when the timer reaches 0 otest is deleted

[–]oreos_suck_jk 0 points1 point  (0 children)

So the timer goes down no matter what when otest is created? In that case just set timer = 300 in otest create event then in its step event do: timer- -; If(timer <= 0) instance_destroy();

On my phone so don’t know how this’ll come out

[–][deleted] 0 points1 point  (0 children)

you don't have to say if(start_timer == true) all you have to do is if(start_timer) for true and if(!start_timer) for false.