liteluvr 0 Posted April 12, 2005 Share Posted April 12, 2005 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.... Quote Link to post Share on other sites
Jack57 0 Posted April 12, 2005 Share Posted April 12, 2005 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 Quote Link to post Share on other sites
X69RZX 0 Posted April 12, 2005 Share Posted April 12, 2005 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. Quote Link to post Share on other sites
31isnotapowerof2 0 Posted April 12, 2005 Share Posted April 12, 2005 One thing I found out about the timing is that it is not accurate. Say I set the mission to complete in 600s (10 min) but then the afteraction screen says only 8 min elasped, for example. Quote Link to post Share on other sites
liteluvr 0 Posted April 12, 2005 Author Share Posted April 12, 2005 (edited) 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.... 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 April 12, 2005 by liteluvr Quote Link to post Share on other sites
Jack57 0 Posted April 12, 2005 Share Posted April 12, 2005 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. Quote Link to post Share on other sites
harntrox 0 Posted April 13, 2005 Share Posted April 13, 2005 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. Quote Link to post Share on other sites
liteluvr 0 Posted April 13, 2005 Author Share Posted April 13, 2005 Harntrox, that's good to know. Our clan has dedicated servers, and since these missions are for tournament play, I can breathe a *little* easier that the times should be somewhat consistent. Quote Link to post Share on other sites
liteluvr 0 Posted April 22, 2005 Author Share Posted April 22, 2005 (edited) Thanks guys Edited April 22, 2005 by liteluvr Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.