Anonymous | Login | Signup for a new account | 18-04-24 11:30 CEST |
Main | My View | View Issues | Change Log | Roadmap |
View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | |||||
ID | Project | Category | View Status | Date Submitted | Last Update | |
0002214 | SphereServer | executable - windows build | public | 02-10-13 15:45 | 08-10-13 07:15 | |
Reporter | XuN | |||||
Assigned To | Ben | |||||
Priority | normal | Severity | minor | Reproducibility | always | |
Status | resolved | Resolution | fixed | |||
Platform | Windows | OS | Windows 8 | OS Version | x64 | |
Product Version | 16-06-2013, 0.56b Prerelease | |||||
Target Version | Fixed in Version | 0.56c Nightly | ||||
Summary | 0002214: IsTimerf.function doesn't work | |||||
Description | Acording to revisions this function should remove that timerf if it already exists and set it to 10 after. [function test] if (<istimerf.test>) say test=<istimerf.test> timerf STOP, test endif timerf 10, test say Test set to= <istimerf.test> It really applies timerf 10, test, but istimerf.test returns 0. Also if you use ingame .show istimerf. or istimerf.any_letter/word, except that function you are really looking for, you get the timer of last timerf set. | |||||
Tags | No tags attached. | |||||
Nightly Version | Automated (specify build number) | |||||
Experimental Flags | DiagonalWalkCheck, NewPositionChecks | |||||
Option Flags | Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Flood_Protection, Buffs | |||||
Internal Build Number | ||||||
Attached Files | ||||||
Notes | |
(0001701) Ben (manager) 03-10-13 02:00 |
Found the problem :) Will be fixed in next build |
(0001709) XuN (developer) 05-10-13 16:25 |
It works like a charm now except one thing, with the example i will paste here... you can't check for its timer or if it's set in the function itself, not a major problem as you don't need to check if it's alive after setting it... but still don't working at 100%? [function test] timerf 2,test1 say Test1 set to=<istimerf.test1> [function test1] timerf 2,test say test set to=<istimerf.test> You use .test ingame and you say 'Test1 set to=2' but after it every call say '0' |
(0001711) Ben (manager) 05-10-13 16:47 |
It does work as intended.... The problem here is that the first time you activate the function, it sets the timer for the first time, and that time you can get the time left... now since you're looping on itself, you are setting the new timer at the same time that the old timer expires. IsTimerF can only return the first timer it find, wich is the current expired timer. Didi I explain it clearly anough? |
Issue History | |||
Date Modified | Username | Field | Change |
02-10-13 15:45 | XuN | New Issue | |
03-10-13 02:00 | Ben | Note Added: 0001701 | |
03-10-13 02:00 | Ben | Status | new => resolved |
03-10-13 02:00 | Ben | Fixed in Version | => 0.56c Nightly |
03-10-13 02:00 | Ben | Resolution | open => fixed |
03-10-13 02:00 | Ben | Assigned To | => Ben |
05-10-13 16:25 | XuN | Note Added: 0001709 | |
05-10-13 16:25 | XuN | Status | resolved => feedback |
05-10-13 16:25 | XuN | Resolution | fixed => reopened |
05-10-13 16:47 | Ben | Note Added: 0001711 | |
08-10-13 07:15 | Ben | Status | feedback => resolved |
08-10-13 07:15 | Ben | Resolution | reopened => fixed |
Copyright © 2000 - 2010 MantisBT Group |