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Game Engine - Timeline manager

 

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Introduction

The timeline manager is part of the engine as a C++ object. The timeline manager is capable of tracking entities as they cross timelines.

An entity can only cross timelines in order. If an entity skips a timeline (for example by diverting from the intended route), the other timeline crossings will not be detected (!). This behavior may be controlled in the future to be optionally allowed (but will be slower in performance due to having to check all timelines).

Functions

These timeline functions exist in Onyx:

Callbacks

When an entity crosses a timeline, the following function is called in your Onyx script:

 


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(last updated February 14, 2013 )