Checkout this link for a full list of all the Conducttr functions.
Conducttr now has some great new time and calculation functions like TIME(), DAYS(), HOURS(), MINUTES(), SECONDS() and NOW(). How might you use them?
Sometimes you want to send a follow-up email but you don’t want to do it every time someone plays your game – maybe just once a week or say once a day. With the date and time functions you can remember when you last emailed someone and only do so again if you’re past your timeout.
Do it like this:
- Create two new audience date & time attributes - one called “just_arrived” and one called “last_emailed”. Set the default for “last_emailed” to a date in the distant past like 2014
- In the beat where you’d usually send an email, instead use the Change action to remember the date and time in the audience attribute “just_arrived”. You do this by modifying audience.sender.just_arrived to SET to the dynamic variable NOW()
- Then, in a new beat, create a watch trigger that fires when audience.sender.just_arrived is changed. This trigger will fire every time you’d like to send an email but…
- Add a condition that checks if |audience.sender.last_emailed| < |audience.sender.just_arrived|-DAYS(7)…
- ..and then add your email reply here in this beat. You’ll also need to add a Change action to this beat set audience.sender.last_emailed to SET to the dynamic variable NOW().
- What happens now is the first time you want to email someone, the last time they emailed was 2014 so the condition will be true and the email sent and the last_emailed date & time set to that moment’s date & time.
The next time the same person plays your game you’ll check last_emailed and it’ll need to be older than your timeout period. In the example here I’ve chosen 7 days but you could use HOURS(2) for not within 2 hours and so on.
Here's how the final beat sheet might look