EDIT: i now uses the GetRawTimer function
thanks ashen, but i have an unexpected behavoir here.
I have the code for this in the dialog reqest like this:
else if (xvalue == 9) Ã, Ã, Ã, {
Ã, Ã, Ã,Â
Ã, Ã, Ã, timer = GetRawTime();
}
else if (xvalue == 25)Ã, Ã, Ã,Â
{
Ã, Ã, Ã, timer = (GetRawTime() - timer);Ã, Ã, Ã, Ã, Ã, Ã,Â
Ã, Ã, Ã,Â
}
that means that when the timer starts, it depends on the player input when it stops,
the funny thing is i get no milliseconds,
it seems rather that this are seconds.
I havent clock exactly, but the value what i get is about seconds.
have someone an explanation for that?
if(GetGlobalInt(5))
should be
if(GetGlobalInt(5) == 1) [or] if(GetGlobalInt(5) == 0)
shouldn't it? If that doesn't help, you could try the GetRawTime(); command, which actually uses milliseconds, not game loops.