Rattlehead
Master
Posts: 290
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Joined: Jun 2012
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RE: Regarding Time Online
well, it seemed to me, he only wanted to know if they were in game for a full hour at a time, if they were on for 15 minutes, logged off, then their hour was to start over, not continue on until they have reached an hour, so i was under the assumption, they log off, time starts over.
and since the timers running on each player is also very light-weight, even more so than yours is, then i cant grasp how you are conceiving that a heavier timer running globally and firing on each character every few minutes could be less resource consuming at all.
honestly i dont like either idea very much, i would rather find a way a trigger could fire the function to add to the tag then do away with timers all together, but i cant come up with one that would be reliable enuff so that players wont log off thinking they were on for an hour, and nvr tripped the trigger to add to the tag.
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08-15-2013 08:30 AM |
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Rattlehead
Master
Posts: 290
Likes Given: 3
Likes Received: 8 in 6 posts
Joined: Jun 2012
Reputation: 8
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RE: Regarding Time Online
ON=@Logout
src.f_hoursonline
[function f_hoursonline]
src.TAG.OnlineHours += <eval <ACCOUNT.LASTCONNECTTIME>/60> // per courja
return <eval <src.tag.OnlineHours>>
assuming this works of course, the function will return their total connected hours when called right?
he could then use this in his calls in his scripts @logoff or whatnot, no need for timers, totally pretty much corjas first idea
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08-15-2013 12:40 PM |
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