Honestly, every 30 seconds would be too slow. Especially if you're fighting and need to watch for specific ones.
Best you can do is use a text object with the dynamic data for in-game time, which updates like every 2 seconds I
think. It could be 3 or so...
DynamicData="/GameData.General.Time" (yes this is correct, local time is GameData.General.EarthTime)
OnTextChanged would be the following:
Code:
Parent.VolumeSizeCheck.size=Parent.Volume.cellsize
sRealSize=Parent.VolumeSizeCheck.width
sTempSize=(sRealSize - 1)
Parent.Volume.cellsize=sTempSize ## ',' ## sTempSize
Parent.Volume.cellsize=sRealSize ## ',' ## sRealSize
- Using VolumeSizeCheck as a page to set to size of the cellsize.
- Get the width of the cellsize
- Set a variable as that width minus 1
- Set our real cellsize to 1 smaller
- Set our real cellsize back to normal
Just tampering with the volume size didn't fix the issue when I tried. The above works great, and I do the same on both Effects and Detrimental Effects