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
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
A common mistake is to assume that the setTimer() is the same as Javascript's setTimeout() function. While it serves a similar purpose, it's definitely not the same as the Javascript implementation.
Availability 3.1 B1+
Requires:
Warzone 3.1 Beta 1 or above
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See also
Related functions:
removeTimer() – cancels all timers associated with a function
queue() – queue a function call to a later frame (internally this actually uses the setTimer() code!)