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Can you obtain the current status of a timer that is still in effect?

I want to display the elapsed mission time at a dynamic point in the mission... and it seems the best way to do it is to get the value of the mission counter.... assuming of course, that it can be done.... I've looked and I'm not seeing it....

:blink:

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I would just set a block with a counter and block preserve at mission start - you can then query the counter to see how many seconds have elapsed, ie:

Trigger:

TimeElapsed 0 secs

Responses:

BlockPreserve

Increment MyCounter

You can then query the counter with a DisplayMessage, ie:

Trigger:

Some event

Responses:

Display (ConvertIntegerToString > GetCounter(MyCounter)) seconds have elapsed.

There may be a way to query the internal game timer - it's been a while since I've been with Igor so I'm not 100% sure :rocky:

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I don't think I've ever been able to find that either, and Jack's suggestion sounds most stable to me. However, keep in mind the time is shown in MP mode, when using the score/status menu(default b key), so you way want to disable your timer message if you plan to use this in that mode.

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Jack,

THat's what I did, I just hoped that there was a little more elegant way that the brute force approach.... but sometimes ya just got get the big hammer...

X: this mission runs on a tight timeline, and I wanted to prompt the team every 5 minutes with a running status... if all goes my way, they'll bee too busy for clock watching.... :devil:

31:, yeah, that's something I'll just have to deal with. Probably set the mission time to 45 minutes, and let a scripted timer end it at 30 minutes. In theory, the scripted timer should be consistent with itself... <_<

Edited by liteluvr
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Probably set the mission time to 45 minutes, and let a scripted timer end it at 30 minutes. In theory, the scripted timer should be consistent with itself... <_<

I've never had reason enough to worry about the accuracy of it, but if what 31 says is correct then it will be using cpu clock for game updating (ie: the BlockPreserve refresh) and as such you will get a different result on different computers. For MP I guess that means the server will determine the time elapsed and clients experiences may differ.

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vehicles and actors turn slower on p2p host server than dedi server. i've tested it on my LAN time and again.

that may be a side effect of the timing difference you mentioned.

think about it - the p2p host machine has to handle both the server load and the graphics load whereas the dedicated server doesnt.

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  • 2 weeks later...

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