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Re: Rest timer suppression on Arena
Posted: Sat Dec 10, 2016 6:03 am
by Aspect of Sorrow
Shad wrote:Wiping as you wrote, should also work, I even like it more.
DelayCommand (in my example too) is not best client side crash-proof, so OnEnter (area or trigger, whatever design would need) I think would be better, because we already have reliable rest timer.
Now, as mentioned before, working out fine details only took an hour I think.
btw can use same variable that suppress rest - to suppres normal death scripts.
We'd set it on the PC object, not an item on a PC. Setting variables to the player itself does not persist through resets, if the server were to crash, the character loses those temporary variables which would default to the regular rest mechanic.
Re: Rest timer suppression on Arena
Posted: Sat Dec 10, 2016 6:06 am
by Shad
Aspect of Sorrow wrote:We'd set it on the PC object, not an item on a PC. Setting variables to the player itself does not persist through resets, if the server were to crash, the character loses those temporary variables which would default to the regular rest mechanic.
That's known and I used it too, but there I mean client crash, it would break DelayCommand attached to PC object, wouldn't it?
Re: Rest timer suppression on Arena
Posted: Sat Dec 10, 2016 6:32 am
by Aspect of Sorrow
It's a referenced object in memory while the server's still up, the player disconnection doesn't lose that object (position in the world, etc for example are maintained).
Re: Rest timer suppression on Arena
Posted: Sat Dec 10, 2016 6:44 am
by Shad
Aspect of Sorrow wrote:It's a referenced object in memory while the server's still up, the player disconnection doesn't lose that object (position in the world, etc for example are maintained).
Even if reference is maintained, PC object becomes object_invalid, What would happen in worst - but quite possible - case if the player would be offline (relogging after crash) when the delaycommand timer would expire and try to assign action (clear variable) on it?
Also OnEnter would be simple in this regard and not require an instance of a script to stay in memory while delaycommand ticks.
Re: Rest timer suppression on Arena
Posted: Sat Dec 10, 2016 6:53 am
by Aspect of Sorrow
Delay is hooked into a hashed scheduler, we were able to run 3 million of them without incidence due to the script it's calling isn't fired, just scheduled.
Just in case of the O_I, probably an onclientjoin would suffice.