"Buildism warning: This game is using an unsupported scripting technique..."
#1
"...That will soon be removed, please notify the creator that <Text is cut off by in game window size>"

Which scripting technique is this referring to?
Reply
#2
(07-23-2011, 09:10 AM)Duck Wrote: "...That will soon be removed, please notify the creator that <Text is cut off by in game window size>"

Which scripting technique is this referring to?

Using sleep() for a period of time longer than 0.5 seconds in an event handler. It will give you a more detailed message in edit mode (if it's your game, of course.)
Reply
#3
(07-23-2011, 01:47 PM)Jacob_ Wrote:
(07-23-2011, 09:10 AM)Duck Wrote: "...That will soon be removed, please notify the creator that <Text is cut off by in game window size>"

Which scripting technique is this referring to?

Using sleep() for a period of time longer than 0.5 seconds in an event handler. It will give you a more detailed message in edit mode (if it's your game, of course.)


How are we meant to make things with delays if we can't use sleep?
Reply
#4
(07-23-2011, 02:15 PM)Duck Wrote:
(07-23-2011, 01:47 PM)Jacob_ Wrote:
(07-23-2011, 09:10 AM)Duck Wrote: "...That will soon be removed, please notify the creator that <Text is cut off by in game window size>"

Which scripting technique is this referring to?

Using sleep() for a period of time longer than 0.5 seconds in an event handler. It will give you a more detailed message in edit mode (if it's your game, of course.)


How are we meant to make things with delays if we can't use sleep?

Notice "in an event handler".
Reply
#5
(07-23-2011, 02:19 PM)noob007 Wrote:
(07-23-2011, 02:15 PM)Duck Wrote:
(07-23-2011, 01:47 PM)Jacob_ Wrote:
(07-23-2011, 09:10 AM)Duck Wrote: "...That will soon be removed, please notify the creator that <Text is cut off by in game window size>"

Which scripting technique is this referring to?

Using sleep() for a period of time longer than 0.5 seconds in an event handler. It will give you a more detailed message in edit mode (if it's your game, of course.)


How are we meant to make things with delays if we can't use sleep?

Notice "in an event handler".

"How am I meant to put a ten second delay in my function if I can't use sleep?" Happy?
Reply
#6
(07-23-2011, 02:22 PM)Duck Wrote:
(07-23-2011, 02:19 PM)noob007 Wrote:
(07-23-2011, 02:15 PM)Duck Wrote:
(07-23-2011, 01:47 PM)Jacob_ Wrote:
(07-23-2011, 09:10 AM)Duck Wrote: "...That will soon be removed, please notify the creator that <Text is cut off by in game window size>"

Which scripting technique is this referring to?

Using sleep() for a period of time longer than 0.5 seconds in an event handler. It will give you a more detailed message in edit mode (if it's your game, of course.)


How are we meant to make things with delays if we can't use sleep?

Notice "in an event handler".

"How am I meant to put a ten second delay in my function if I can't use sleep?" Happy?

If said function is an event handler (callback), then use something like gameConfusedcheduleTask()
Reply
#7
(07-23-2011, 02:24 PM)noob007 Wrote:
(07-23-2011, 02:22 PM)Duck Wrote:
(07-23-2011, 02:19 PM)noob007 Wrote:
(07-23-2011, 02:15 PM)Duck Wrote:
(07-23-2011, 01:47 PM)Jacob_ Wrote: Using sleep() for a period of time longer than 0.5 seconds in an event handler. It will give you a more detailed message in edit mode (if it's your game, of course.)


How are we meant to make things with delays if we can't use sleep?

Notice "in an event handler".

"How am I meant to put a ten second delay in my function if I can't use sleep?" Happy?

If said function is an event handler (callback), then use something like gameConfusedcheduleTask()

The preferred way is by using os.time(). It avoids the requirement of an extra thread.

[lua]
delay = 3 --3 seconds

lastCalled = os.time()
function doSomething()
if os.time() - lastCalled < delay then return end
--do stuff
lastCalled = os.time()
end
[/lua]
Reply
#8
^ or that
Reply
#9
(07-23-2011, 02:48 PM)Jacob_ Wrote:
(07-23-2011, 02:24 PM)noob007 Wrote:
(07-23-2011, 02:22 PM)Duck Wrote:
(07-23-2011, 02:19 PM)noob007 Wrote:
(07-23-2011, 02:15 PM)Duck Wrote: How are we meant to make things with delays if we can't use sleep?

Notice "in an event handler".

"How am I meant to put a ten second delay in my function if I can't use sleep?" Happy?

If said function is an event handler (callback), then use something like gameConfusedcheduleTask()

The preferred way is by using os.time(). It avoids the requirement of an extra thread.

[lua]
delay = 3 --3 seconds

lastCalled = os.time()
function doSomething()
if os.time() - lastCalled < delay then return end
--do stuff
lastCalled = os.time()
end
[/lua]


But doesn't that mean people could cheat / break a game by messing about with their clock
Reply
#10
(07-23-2011, 03:03 PM)Duck Wrote:
(07-23-2011, 02:48 PM)Jacob_ Wrote:
(07-23-2011, 02:24 PM)noob007 Wrote:
(07-23-2011, 02:22 PM)Duck Wrote:
(07-23-2011, 02:19 PM)noob007 Wrote: Notice "in an event handler".

"How am I meant to put a ten second delay in my function if I can't use sleep?" Happy?

If said function is an event handler (callback), then use something like gameConfusedcheduleTask()

The preferred way is by using os.time(). It avoids the requirement of an extra thread.

[lua]
delay = 3 --3 seconds

lastCalled = os.time()
function doSomething()
if os.time() - lastCalled < delay then return end
--do stuff
lastCalled = os.time()
end
[/lua]


But doesn't that mean people could cheat / break a game by messing about with their clock

If they do then I'll just add some code that kicks them out if time goes backwards or unusually fast.
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)