Currently, timeline is easiest, most logical way to detect a moment in time, and triggers even if it's passed (timeline_speed is above 1). Which is super useful if you're implementing something like time compression in your game, generating schedules for NPC's or whatever.
But! Timelines, in their current state are horribly limited, for example, you can't set length to timeline (unless adding empty moment to where you want the "end" to be - which is dumb), initializing via code is clunky and horrible (why not something nice such as timeline_start, timeline_pause, timeline_set_length, timeline_reverse etc?).
Documentation on timelines is also so poor that there's no wonder they're used so rarely.
Worst offender for me is that timeline_moment_add_script doesn't seem let you add arguments to the script you add. So you'll basically have to write new script for every moment. That's insane. Or a bug.
It would be also nice to be able to use commands in timelines directly.
such as timeline_moment_add_script(timeline_index, 300, show_message("It works!")) or something
But! Timelines, in their current state are horribly limited, for example, you can't set length to timeline (unless adding empty moment to where you want the "end" to be - which is dumb), initializing via code is clunky and horrible (why not something nice such as timeline_start, timeline_pause, timeline_set_length, timeline_reverse etc?).
Documentation on timelines is also so poor that there's no wonder they're used so rarely.
Worst offender for me is that timeline_moment_add_script doesn't seem let you add arguments to the script you add. So you'll basically have to write new script for every moment. That's insane. Or a bug.
It would be also nice to be able to use commands in timelines directly.
such as timeline_moment_add_script(timeline_index, 300, show_message("It works!")) or something
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