> > Hmm, I think some of the content links are dead... but if you use the left navigation it works, which takes you here: https://www.construct.net/en/construct-2/manuals/construct-2/system-object-reference/system-expressions
>
>
> I ask for your patience for a little longer, but I have an awkward question to ask. Have conditions flipped in construct 2?
>
> I have some code and I can't help but feel its not working right.
>
> it runs along the lines of:
>
> If Global Variable "Apple" is NOT equal to "Hold", then start Timer "Fall".
>
> The Global Variable "Apple" starts off as equal to "Hold". This means, the above code should not work. However, once I change it to say "Snap", the code should then proc.
>
> The thing is, I don't know if its a bug or what but right now construct 2 is not working that way. Right now, the variable is "Hold" and it procs but when i flip the script, it does not work.
>
> I'm not a pro, but again, I can't help but feel its not right.
>
> Here's a picture to better illustrate.
> snipboard.io/Jlftxk.jpg
I think the issue is with your event 4:
As long as that condition is true it will keep starting the Timers so it will never trigger because you keep resetting both Timers.
One way to avoid that is to add to that condition a System "Trigger Once" so it only runs once when is true.
Also, are you sure that you need that timer to run Regularly? As it will never stop, it will keep triggering every "Your Target" second. Though if you need it that way then is all good, but if not then change it to "Type = Once".
So funny thing, I did some experimentation. Under that same condition, i set it so that it destroys an object when triggered. It worked without a hitch. However, the timer works backwards. To illustrate, I guess set it up like this:
IF Global Variable Apple is NOT "Still", then start timer and destroy a square
Again, the Variable Apple is loaded as "Still". When I change it to "Fall", the half the code works, that is the square ( a random one I made) is destroyed but the timer is not triggered. It's not till I change it back to "Still" that the timer starts working. Also, the reason I set the timer to "Regular" is so that as long as the statement is true, it loops. I couldn't get it to loop otherwise.
Also, to clarify, the above is an example of what I was doing. Its a bit strange that the timers work backward. I tried it in a naked project and same thing.