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Timing

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Revision as of 07:56, 31 August 2011 by WGH (Talk | contribs) (IsTimerActive)

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Timing is a family of functions using which you can schedule other functions to be called asynchronously at a interval. Only SetTimer exists in UT2004.

Functions

SetTimer

native final function SetTimer(
    float inRate, 
    optional bool inbLoop, // not optional in UT2004
    optional Name inTimerFunc='Timer', // doesn't exist in UT2004
    optional Object inObj // doesn't exist in UT2004
);

Sets a timer to call the given function at a set interval. Defaults to calling the 'Timer' event if no function is specified. If inRate is set to 0.f it will effectively disable the previous timer.

  • inRate - time interval, in gameplay seconds. If inRate <= 0.0, it'll reset the timer.
  • inbLoop - if false, it'll fire only once. Default to false.
  • inTimerFunc - function name.
  • inObj - unknown.

ClearTimer

native final function ClearTimer(
    optional Name inTimerFunc='Timer', 
    optional Object inObj 
);

Clears a previously set timer.

  • inTimerFunc - function name.
  • inObj - unknown.

IsTimerActive

native final function bool IsTimerActive(
    optional Name inTimerFunc='Timer', 
    optional Object inObj
);

Checks is specified timer is active.

  • inTimerFunc - function name.
  • inObj - unknown.

GetTimerCount

native final function float GetTimerCount(
    optional Name inTimerFunc='Timer',
    optional Object inObj
);

Gets the current count for the specified timer, defaults to 'Timer' if no function is specified. Returns -1.f if the timer is not currently active. See GetTimerRate below for explanation.

  • inTimerFunc - function name.
  • inObj - unknown.

GetTimerRate

native final function float GetTimerRate(
    optional name TimerFuncName = 'Timer', 
    optional Object inObj
);
* <code>inTimerFunc</code> - function name.
* <code>inObj</code> - unknown.

Gets the current rate for the specified timer. GetTimerRate('SomeTimer') - GetTimerCount('SomeTimer') is the time remaining before 'SomeTimer' is called. In other words, "count" starts at 0, increases, and when it reaches "rate", timer is fired.

How to make seconds real

Multiply rate by WorldInfo.TimeDilation. Of course, this method isn't absolutely reliable, as TimeDilation may change before timer fires.

See also