Thread: Timer
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September 11th, 2023, 23:45 #11For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e
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October 16th, 2023, 22:24 #12
Thanks for including my 1.5 changes! I've been loving the extension for tracking my player's turn times, so I was excited about the opportunity to contribute to the project. Lemme know if you ever need anything else! Thanks Again, Justin
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October 17th, 2023, 06:39 #13
Have you seen/are you aware of any other extensions (than TurnTime) which make use of the timer? I am rather looking for the opposite: my players are discussing at length outside of combat and I would love the clock the progress at the same time (or perhaps double speed). So time progresses outside turn based combat and can be stopped when turn based combat starts. Still need to jump ahead (using ClockAdjuster) from time to time, but a baseline progress would be helpful.
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October 17th, 2023, 13:24 #14For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e
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October 17th, 2023, 20:02 #15
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January 3rd, 2024, 00:58 #16
- Join Date
- Mar 2020
- Posts
- 45
Hey mattekure, do you know what I might be doing wrong with hooking up a function to the timer? Do I need to use specific parameter names or something?
I put this in the onInit function:
TimerManager.registerTimerAction("onTimerUpdate", 2);
function onTimerUpdate(nCurrentTimerSeconds, tExtraParams)
if not Session.IsHost then
return;
end
Debug.console("ExtensionTutorial.onTimerUpdate - Current Timer Seconds", nCurrentTimerSeconds);
end
[ERROR] Script execution error: [string "Timer:TimerManager.lua"]:127:attempt to call a field '?' (a string value)
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January 3rd, 2024, 01:37 #17
You are passing the wrong argument to the registerTimerAction. you need to pass the function as the first parameter, not the name of the function in a string.
so from your code, remove the quotes around the function name so its actually passing the function reference.
Code:TimerManager.registerTimerAction(onTimerUpdate, 2); function onTimerUpdate(nCurrentTimerSeconds, tExtraParams) if not Session.IsHost then return; end Debug.console("ExtensionTutorial.onTimerUpdate - Current Timer Seconds", nCurrentTimerSeconds); end
For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e
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January 3rd, 2024, 04:25 #18
- Join Date
- Mar 2020
- Posts
- 45
That was definitely it. Sorry it was something so simple, but thanks for the help!
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March 30th, 2024, 16:10 #19
I have build a very basic extension which progresses the time minute by minute (using Clock Adjuster) as long as the timer is running.
You should make sure that the options for turn-based progress are disabled as otherwise, effects expire too early (unless your players and you can each complete their turn in less than 59 seconds )
Update:
Now added an option to switch in-between „run during combat“ (reset on turn) and „run outside of combat“.
Original:
No options, does not even check if all required extension are loaded, just registering the clock advancement.
Real time runs when timer is running, and stops if timer is stopped.
Now on the Forge (hence removing the attachment).Last edited by Arnagus; April 6th, 2024 at 14:26. Reason: Added Option, moved to Forge
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March 30th, 2024, 23:10 #20For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e
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