Hey guys,
I have post this on the other forum. I added it here to gain attention because this part is very crucial for our app. I’m Sorry.
I’ve seen this post before and did not mind the issue because they said it is all in the build and if you subscribe you will get the latest build which is fixed. I bought it and have the latest one still the same result. Here is the sample code.
[lua]local function defaultTimer()
local timer1 = {}
for count = 1, 15 do
timer1[count] = timer.performWithDelay(count * 1000, function ()
print(count…" is Activated")
timer1[count].expired = true
end)
timer1[count].expired = false
end
timer.performWithDelay(5000, function ()
for counter = 1, #timer1 do
if not timer1[counter].expired then
print(counter…" is pause with: “…timer.pause(timer1[counter])…” time left")
end
end
end)
timer.performWithDelay(8000, function ()
for loop = 1, #timer1 do
if not timer1[loop].expired then
timer.resume(timer1[loop])
end
end
end)
end
defaultTimer()[/lua]
What I expect to be the result is a increasing order of print. The timer pauses at 4 so it stops there. As soon as it resumes the first thing that it would print is 5 then 8…6…9…7…10…11 then it goes on normally till the end. What is with resume? is there something that I did wrong? I thought this was fixed? this timer is very crucial for my game please help. BTW, I also tried the bebeegames timer and the timer has some issues too nevermind on that. [import]uid: 149900 topic_id: 27020 reply_id: 327020[/import]