| Author | Message | 
        
			| Mind 
					Joined: Thu Mar 06, 2008 10:54 pm
 Posts: 1360
 Location: USA
   |   TimerAlright, i can't seem to get this no matter what i do.  I want to create a timer  in a script that lasts for a certain amount of time.  Basically, i want an effect that lasts for a certain amount of time then goes away.  I've tried a couple things with daman's help, but havent been able to get it to work.  Any help? Thanks  
 
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			| Sat May 23, 2009 4:18 am | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: TimerHave a timer set the Lifetime to 2? 
 
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			| Sat May 23, 2009 4:47 am | 
					
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			| Mind 
					Joined: Thu Mar 06, 2008 10:54 pm
 Posts: 1360
 Location: USA
   |   Re: Timermail2345 wrote: Have a timer set the Lifetime to 2?So put timer.lifetime = 2?
 
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			| Sat May 23, 2009 5:04 am | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: TimerTimers don't have lifetime holy ♥♥♥♥.
 You can't destroy a timer to the best of my knowledge (admittedly lacking) but you can just ignore it if it's past a certain time. The CPU load from a single timer is going to be virtually nil.
 
 
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			| Sat May 23, 2009 6:11 am | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: TimerNo, set the effect's lifetime to 2.
 You don't need to destroy the timer.
 
 
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			| Sat May 23, 2009 7:04 am | 
					
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			| TheLastBanana DRL Developer 
					Joined: Wed Dec 13, 2006 5:27 am
 Posts: 3138
 Location: A little south and a lot west of Moscow
   |   Re: TimerWhy has everybody decided that 2 is the magic number?The Lifetime is how many frames until the object should be removed.  If you set it to 2, it's likely to cause a delay.
 Setting it to 1 is effectively saying "remove next frame".
 
 
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			| Sat May 23, 2009 7:42 am | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: TimerI thought that there was a glitch where lifetime = 1 didn't kill the particle.
 That might not be this build.
 
 
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			| Sat May 23, 2009 8:09 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: TimerCode: function Create(self)self.sometimer = Timer()
 end
 
 function Update(self)
 if self.sometimer:IsPastSimMS(ANUMBERHERETHATYOUWANTTOUSE) then
 ♥♥♥♥ TO DO HERE, PROBABLY MovableMan:RemoveMO(self) OR self:GibThis()
 end
 end
 
 function Destroy(self)
 end
 what is hard about this?
 
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			| Sat May 23, 2009 9:34 am | 
					
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			| numgun 
					Joined: Sat Jan 13, 2007 11:04 pm
 Posts: 2932
   |   Re: Timermail2345 wrote: I thought that there was a glitch where lifetime = 1 didn't kill the particle.
 That might not be this build.
I'm kinda being paranoid here and I always try to set my particles to 2.
 
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			| Sat May 23, 2009 10:32 am | 
					
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			| TheLastBanana DRL Developer 
					Joined: Wed Dec 13, 2006 5:27 am
 Posts: 3138
 Location: A little south and a lot west of Moscow
   |   Re: TimerLifetime = 0 won't kill the particle, as the game sees it as no Lifetime.  Setting it to 1 is the way to go, usually. 
 
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			| Sat May 23, 2009 7:14 pm | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: TimerLifetime = 0 is purposefully infinite lifetime.
 Look in ancient .inis, the ones where there's comments rather than variable names.
 
 
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			| Sun May 24, 2009 3:26 am | 
					
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			| Mind 
					Joined: Thu Mar 06, 2008 10:54 pm
 Posts: 1360
 Location: USA
   |   Re: TimerGeti wrote: Code: function Create(self)self.sometimer = Timer()
 end
 
 function Update(self)
 if self.sometimer:IsPastSimMS(ANUMBERHERETHATYOUWANTTOUSE) then
 crap TO DO HERE, PROBABLY MovableMan:RemoveMO(self) OR self:GibThis()
 end
 end
 
 function Destroy(self)
 end
 what is hard about this?Wow, thanks geti.  The only thing i didnt have that you have is the destroy self function...thats why it didn't work.  Appreciate it!  
 
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			| Sun May 24, 2009 9:32 pm | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: TimerWhat?
 function destroy self
 end
 
 will do ABSOLUTELY NOTHING. It's empty! Useless! Entirely unecessary and actually bad syntax. Guaranteed that wasn't your problem.
 
 
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			| Mon May 25, 2009 6:12 am | 
					
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			| Lord Tim 
					Joined: Fri Apr 27, 2007 4:55 pm
 Posts: 1178
 Location: America!
   |   Re: TimerI haven't tried, but leaving out the Destory(self) could infact break it. These aren't real lua scripts. They're parsed by Data's C++ code, and the functions are added to the C++ objects. If it doesn't find one of the functions that it is expecting, that could break it. 
 
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			| Mon May 25, 2009 7:29 am | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: TimerIt will just use the default function.
 I would leave it out.
 
 
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			| Mon May 25, 2009 8:21 am | 
					
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