Delay brick use to set new scene after object removed

Hi,

If I use a delay brick And Edit object with which the object removed is an AI, how does a timer switch on, is a delay brick the wrong way to do that.

Timer as a property, and then property brick 60 as a value in the property.

The object would have the Delay brick or timer as it is the object that would switch on a new scene.

I did try a delay brick, pulse, and various seconds, and so on, but it only works once the object has been removed, which is too soon.

I have never thought about this type of programming setup before. :roll_eyes: I don’t think at all. I never needed an instruction like that.

maybe put up your project file. be helpful if i can see your logic brick setup explaining exactly what you are trying to do.

I don’t think a change of And or Xor, or or as that is more for two animations during gameplay.

So the brick needs to delay the change in scene.

try isolating the function first. also, i think add object only works on a hidden layer. also, try separating the action of the delay trigger using a second detection brick if possible. you can use a property sensor. give it a delay after the object ends to make sure it doesn’t happen together.

Isolate the delay brick?

The object loads in from another layer, and ends as the bricks show, that should then lead to the new scene.

Beyond that, not sure where I go, a property brick for the delay brick is what you mean, property sensor?

As a timer or a boolean variable?

seems like you got the delay brick and the set scene function happening simultaneously. if you want them to happen after another, you should separate those using a property sensor.

Shouldn’t it be a timer variable? This alone doesn’t work,

With a delay added in, no change.

Hi, I believe I was having a more or less related issue in UPBGE; although in my case I was using its other Nodes system (Logic Node Editor) instead of the Logic Bricks Editor.

I was trying to implement a Point-And-Click interaction, but the Player, 'during the Event of Moving, was not Moving correctly towards the Target Position (either it was Stopping way before it Reached the Target, or it Moved so fast so to Reach the Target in time that it looked like it was teleporting instead of Moving).

Similarly, I tried to employ the Delay Time Node, the Timer Time Node, and even a certain Loop Logic Node; to no avail.
I also came to a similar conclusion of Max_Newberg: maybe with the approach of a Game Property, it would be possible to force Delay/Loop the Event until the Player Reached the Target Position; and that strategy worked, but I needed to make some specific organization Setup of Conditions (Sensors) with Controllers (Logical Operations: “Gate” Logic Node) and the Actuators, including of course the Game Property Switching Event (‘PROP-Reach’), here is what it looks like in that Nodes system.