Register to post in forums, or Log in to your existing account

Play RetroMUD
Post new topic  Reply to topic     Home » Forums » CMUD General Discussion

Joined: 29 Jul 2003
Posts: 101
Location: USA

PostPosted: Thu May 17, 2007 4:45 am   

Synchronizing Alarms
Is there a command that will cause all alarms to rest without firing?

If not, can one be made that will globally rest alarms or one alarm so you can try to synchronize it with your mud?

I tried to search for it, but wasn't able to find anything.

Thanks for the help.
Reply with quote
Fang Xianfu

Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Thu May 17, 2007 6:50 am   
Depending on your lag and what you're using it for, it might be simpler just to use triggers rather than trying to sync alarms with the text you're getting from the MUD. For example, if you have a command that triggers a three-second cooldown and you want the script to cast the ability again once it's cooled down. If you just add a +3 alarm to the alias, it's very easily put out of sync with the cooldown - say your lag spikes to 500ms just as your script sends the command - the command will be delayed by the lag, but the alarm is still counting down during this lagged time and could be up to 500ms early on sending the next command. It'd be much easier just to have something like

#alias rept {use ability;#temp {Your ability has finished cooling down} {rept}}

That said, perhaps the %alarm function can do what you're looking for. It only works for individual alarms, but you can use it more than once.
Reply with quote
Display posts from previous:   
Post new topic   Reply to topic     Home » Forums » CMUD General Discussion All times are GMT
Page 1 of 1

Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

© 2009 Zugg Software. Hosted by