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tenths of a second timer
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Skul
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Post: #4
RE: tenths of a second timer
Problem being character objects don't 'run' on tenths of seconds, for instance, if you do .xshow timer on a character it will show the result in seconds. An item object's timer can run in tenths of a second only if it is not on a character, so in other words it must be placed on the ground and it must be outside of a container (or character). Strange but that's just the way sphere works with timerd. So you'll need to create your memory object and place it on the ground, link it to your player and run your code off @timer. Example:
Code:
[function test_timerd]
serv.newitem=i_memory_timerd
new.p=Green Acres //out of the way of player contact
new.link=<uid>
new.more1=10
new.timerd=1

[itemdef i_memory_timerd]
defname=i_memory_timerd
name=Timerd Memory
id=i_memory
type=t_eq_script

on=@create
attr=attr_invis|attr_move_never

on=@timer
link.say=<eval <more1>>
more1 -= 1
if (<more1> < 1)
  remove
else
  timerd=1
endif
return 1

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11-16-2012 01:09 PM
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Messages In This Thread
tenths of a second timer - ChaveS - 11-16-2012, 03:47 AM
RE: tenths of a second timer - Mordaunt - 11-16-2012, 06:13 AM
RE: tenths of a second timer - ChaveS - 11-16-2012, 08:45 AM
RE: tenths of a second timer - Skul - 11-16-2012 01:09 PM
RE: tenths of a second timer - Barnabus - 11-17-2012, 03:20 AM
RE: tenths of a second timer - Mordaunt - 11-16-2012, 11:01 PM
RE: tenths of a second timer - ChaveS - 11-24-2012, 04:29 AM

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