I will give you one good reason why this can be useful. In my game I have automated tournaments, if a person is afk more than 1 minute after their match starts, they are disqualified. So when their match starts I need to set client.inactivity=0. But of course, it won't let me.
Thanks.
ID:230537
Jan 31 2012, 6:16 am
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Redundant
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Jan 31 2012, 6:21 am
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Just set their inactivity to a variable when the round starts, and compare that to their inactivity a minute later...
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Making client.inactivity writable just opens up venues that we shouldn't be going down. I quote the reference:
"This is equal to the amount of time (in 10ths of seconds) since the player's last action (such as executing a verb, moving, clicking an object, or selecting a topic link). This value is reset to 0 after each new action so you can use it to determine the time that has passed since the last one." Making this variable writable would make its actual definition obsolete- it wouldn't be as dependable anymore. Any given snippet of code could completely change the meaning of client.inactivity or make it unusable for others parts of your code that you might not otherwise realize. |
It would be nice to be able to modify it when you know the client did something, but inactivity doesn't get updated. Like typing in a box on the interface.
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Does forcing Click() like the following reset inactivity? Too lazy to check.
inactive_reset(client/c) dunno. just wrote this. see if something like this will work. ^ failed check this id:133418 |