setTimer()

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setTimer()

Allows you to trigger a function at some point in the future.

 

Syntax

This function has two syntax options...
// syntax #1: optional game object as third parameter (WZ 3.1 b1+) setTimer(functionName, delay[, gameObject]); // syntax #2: optional string as third parameter (WZ 3.2+) setTimer(functionName, delay[, str]);

Parameters

Syntax

Parameter

Mandatory

Type

Description

Game version

Syntax

Parameter

Mandatory

Type

Description

Game version

All

functionName

String

A string containing the name of the function to call.

The function must be defined on the global scope - it cannot be a method of an object.

3.1 Beta 1

All

delay

Number

The amount of time, in milliseconds, to wait before the function is called.

The minimum delay is 100 milliseconds. If you set a lower value, 100ms will be used.

3.1 Beta 1

#1

gameObject

Game object

An optional game object that will be passed in to your function when it gets called. The object will automatically be refreshed with the latest game data.

If the object gets destroyed, the associated timer will be cancelled automatically.

3.1 Beta 1

#2

str

String

An optional string that will be passed in to your function when it gets called.

3.2

Return value

Value

Type

Description

Game version

Value

Type

Description

Game version

undefined

Undefined

The timer was set.

3.1 Beta 1

<error>

Error

Did you forget to specify functionName as a string?

3.1 Beta 1

Notes

One set, a timer will keep calling the specified function at regular intervals until you stop the timer using removeTimer().

The function, when called, will be run in the context of the global scope ("this" will be the global scope).

Timers persist the save/load cycle. You can therefore look at Saved game files to see what timers were running at the time when the game was saved.

Examples

Syntax #1: Call global function every 100ms passing in a game object
function foo(gameObj) { // gameObj == someGameObject } // this syntax works on WZ 3.1 and above setTimer("foo", 100, someGameObject); // global function foo will be called every 100ms // if someGameObject gets destroyed, the timer will be cancelled
Syntax #2: Call a function every 1 second, passing in a string
function bar(str) { // str = "hello" } // this syntax requires WZ 3.2 or above setTimer("bar", 1000, "hello"); // global function bar will be called after 1 second