Flurry and Timed events

Hi,

In our game we have a few different heros. I would like to collect data how long each hero is used. Player can change the hero during the game play.

Question 1:

If the player choses hero 1 and I set the timed event like this:

flurryAnalytics.startTimedEvent( “Hero Time”, { hero=“Hero 1” } )

Then if the player changes the hero, can I just pause the timer like this:

flurryAnalytics.endTimedEvent( “Hero Time” )

Or do I have to pass the parameter also (this way I have to keep track what was the previous character)

flurryAnalytics.endTimedEvent( “Hero Time” ), { hero=“Hero 1” }

Question 2:

What about the statistics? If I’ll use this solution and the player changes from hero 1 to hero 2 and back to hero 1, will the total time of hero 1 be cumulated or will the timer start from zero every time the player changes the character?

p.s. Support link here doesn’t work anymore: https://docs.coronalabs.com/plugin/flurry-analytics/index.html#support

Q1:

You just need to call flurryAnalytics.endTimedEvent( “Hero Time” ) to end the timed event.

Q2:

The timer will restart every time startTimedEvent is called, however I’m not sure if the Flurry dashboard may have a filter to cumulate values.

Thanks ingemar_cl,

How would you do this - calculate the time how long every hero is used? Using Corona’s timers and pass Flurry events when level is finished or quit?

If the Flurry dashboard doesn’t have what you need to calculate cumulative values, what you describe looks like one way to solve the issue.

Q1:

You just need to call flurryAnalytics.endTimedEvent( “Hero Time” ) to end the timed event.

Q2:

The timer will restart every time startTimedEvent is called, however I’m not sure if the Flurry dashboard may have a filter to cumulate values.

Thanks ingemar_cl,

How would you do this - calculate the time how long every hero is used? Using Corona’s timers and pass Flurry events when level is finished or quit?

If the Flurry dashboard doesn’t have what you need to calculate cumulative values, what you describe looks like one way to solve the issue.