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  #1  
Old 03-26-2008, 10:10 AM
trevius's Avatar
trevius
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AFAIK, timer names can be the same as long as they are in seperate files. The scripts run independently.

The timers definitely don't loop like you mentioned. You might want to add a quest::stoptimer("spar1"); in there before you start it again. Other than that, it looks ok. I think the issue may be with $anivar1, since I have never used that variable. If you want to test the timers to make sure they are working properly, just replace:

Code:
my $anivar1 = quest::ChooseRandom(1, 5, 6, 7, 11, 30, 45, 46, 47);

quest::doanim($anivar1);
with:

Code:
quest::say("I'm saying it now and I will say it again in 6 seconds!");
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  #2  
Old 03-26-2008, 10:26 AM
ChaosSlayer
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ah i see. Thank you, i belive that problem is in not having "stop timer"
timers fires off once, and keeps counting forwards.

as far $anivar1 goes- thsi is basicly any name variable, like $x1
however I am more concern to know if aimations actualy working at all

will try code with stoptimer later on today
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  #3  
Old 03-26-2008, 11:37 AM
Congdar
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this looks like the west freeport sparing monks script i wrote for Ran`Un. It's working fine in west freeport without stoptimer.

Are other quests working? Is Perl working, because animations are working for me.
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  #4  
Old 03-26-2008, 01:16 PM
ChaosSlayer
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Quote:
Originally Posted by Congdar View Post
this looks like the west freeport sparing monks script i wrote for Ran`Un. It's working fine in west freeport without stoptimer.

Are other quests working? Is Perl working, because animations are working for me.
aye that is where I got it from - but i have no idea if it ever qorked in FP.

So far i run into situation where "scrip wroks as intendend" even wihout checking how mcuh time has passed, in some files, and don't work in others at all.

for exampel the following code is not suppose to work:

Quote:
#fiherman



sub EVENT_SPAWN
{

quest::settimer("fish1", 180);
quest::say("It is fish time! Oh no! All the dang cats allready here!");


}



sub EVENT_TIMER
{

if($timername eq "fish1")
{
quest::doanim(1);
}

quest::say("Come on fishy-fishy!..Hushhhh, you little hungry devils! Get away from my fish!");



}
As you see it says the phrase BEFORE it checks the timers - yet phrase fires off every 3 min, but animation never
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  #5  
Old 03-26-2008, 01:50 PM
ChaosSlayer
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another question on timer names.
is it posible to use a timer for a generic creature? like "an_orc", when its 5-20 of them in the zone? I am getting a feeling that timers ONLY work for unique creatures like "Commander_Kain" or "Goblin_Warlord", the timer seem to break if I take the same code and stick it into "a_large_wolf"
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  #6  
Old 03-26-2008, 03:44 PM
ChaosSlayer
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did few chages around.

what wasn't working now works..
what was working stoped =)

and yes, timer do work with generic multyple npcs...


also there seem two diffirent timer keys:

$timer and $timername

it seems to me than $timername does not requre timerstop function, and neither uses time check....
out to experiment some more...
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  #7  
Old 03-26-2008, 03:54 PM
ChaosSlayer
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btw Congdar, do you by chance have ENTIRE list of all animations number codes? also things like /dance, /rude etc?

thanks
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