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Kaputchnik Beginner
Joined: 06 Jan 2002 Posts: 28 Location: Sweden
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Posted: Sun Feb 10, 2002 2:49 am
Tick timer goes bananas |
I had some working settings. They used a tick timer, that had a tick every hour, and with the use of some functions and some magic, I could count how much xp I could do an hour. But then I started adding some new stuff, not much really, tried to make a gauge for my hps and so, never even touched the other settings, and defintely nothing with a tick timer. And know on some of my triggers I get like 5 tick timer resets, even though there isn't any #TS command on the trigger it fired on. Tried to upgrade to the beta and imported my settings, but got the same issue there. Anyone who has had the same problem?
Cheers,
Kaputchnik |
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Kjata GURU
Joined: 10 Oct 2000 Posts: 4379 Location: USA
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Posted: Sun Feb 10, 2002 2:45 pm |
The tick timer is suppoes to be used to synchronize actions to each tick in the MUD's time. If you want to synchronize actions to real world time, alarms are best suited to this.
If it isn't too much work, I suggest changing your scripts to use alarms instead of the tick timer.
Kjata |
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LightBulb MASTER
Joined: 28 Nov 2000 Posts: 4817 Location: USA
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Posted: Sun Feb 10, 2002 6:44 pm |
Don't switch versions just because you encounter a problem on the public version. Beta versions are more likely to provide you with new and interesting bugs to play with than they are to solve any problems you encounter in the public version. You should not switch to a beta version unless you want to be a bugfinder.
LightBulb
All scripts untested unless otherwise noted |
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