Hello in my game I have rounds, which is basicly a timer thats displayed using Stat() in the statpanel for each person. Now originally i used world.realtime to calculate it as i was not THINKING at that time. Well you see the host can start the game whenever, so obviously world.realtime is not the way..BUT I am really not good at math and therefore i really dont know what to do now.
I think i would need to use three variables for this
Currenttime=??
RoundTIMETIMMY=starttime-Currenttime
Now you see starttime is set to the time that the loop begins, but im not too sure what to do with Currenttime....and it's probably very simple, but I usually seem to have good days and bad days (EX: one day I do somthing super...somthingrather, next day I wonder how I even did it in the first place...) anyways its 9:20 PM here, and I have school tommorow so im going to sleep.
Thanks to all who read.
ID:172916
Mar 10 2004, 10:17 pm
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Mar 10 2004, 10:21 pm
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world.time
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In response to Garthor
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I dont think this is what I want because the "rounds" can start whenever because the host can decide when to host it, after s/he has changed settings (although, luckally those settings save). I need the timer to be accurate, so please any other thing I could do, or is what you pointed out correct? I have read about the time variable and it only goes up if people are active...which is closer, but not quite what I want. Thanks
<EDIT> Dont worry I fixed it my self, and it was quite simple...Here is the proc for any one thats interested world/proc/roundcalculation(var/TICKS) spawn() TICKS-=1 Currenttime=TICKS sleep(1) if(TICKS<=0) return world.roundcalculation(TICKS) I think it's sad that I seem to have "mind blocks" as I call them...it's really annoying! </EDIT> |
In response to Wanabe
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NOW
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In response to Wanabecrazy
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mob
var/delay = 0 var/active_round = 0 Stat() ..() stat("Time: ", Round_Timer()) mob/proc/Round_Timer() if (active_round) var/round_time = world.time - delay return round(round_time / 10) else return 0 mob/verb/Start_Round() delay = world.time active_round = 1 mob/verb/Stop_Round() active_round = 0 This should give you an idea. |
In response to Wanabecrazy
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You fail at the internet.
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