kinda new to gamemaker so i dont know what any of this means, but basically, alarm_set makes a timer for an alarm to go off, basically what i'm trying to do is make a certain number of seconds and then alarm 0 will do whatever is in it (for in this case, restart the room.)Hmm, I have never tried using alarm_set, what does alarm[0] = 260 do? Are you certain room_restart isn't running, and it is just hitting a loop or something? Maybe try show_message(1); instead and see if that pops up anything.
*edit - and a few things that could stop an alarm are things like destroying the object calling the alarm, or if you have another event setting/clearing the alarm without realizing it. For more debugging you can also run alarm_get(i) in something like the step event and see what the alarm is doing exactly.
i've waited there for about 3 minutes, and i don't know how to check my room speed.What is your room_speed? Setting an alarm to go off after 260 steps with a room speed of 30 would mean it would take a little over 8 seconds for the alarm to go off. Perhaps you aren't waiting long enough to see the alarm reach 0??
Steps to seconds are always calculated as # number of steps/ room_speed
You set your room speed in the room editor. Also, if nothing in your room changes at all before that alarm ends (moving the player around, enemies moving around, etc.) then you won't notice a change because the restart is instantaneous.i've waited there for about 3 minutes, and i don't know how to check my room speed.
if alarm[0] == -1{
alarm_set(0,260);
}
alarm[0]=260;
alarm_set(0,260) and alarm[0]=260 are the exact same thing and will do the exact same thing. The problem will still persist regardless of which format the user is usingjust use:
Code:alarm[0]=260;
It's a global game setting in GMS2.You set your room speed in the room editor.