schedule waittime
by USC CTIN · in Torque Game Builder · 01/12/2010 (8:53 pm) · 3 replies
for the 'waittime' argument for a schedule(), does it round up to a multiple of 32?
so is:
...the same as
...etc?
And so is
...calling the method right away? and...
...actually 32 milliseconds?
so is:
%this.schedule(33, myFunc);
...the same as
%this.scheudle(64, myFunc);
...etc?
And so is
%this.scheudle(0, myFunc);
...calling the method right away? and...
%this.scheudle(1, myFunc);
...actually 32 milliseconds?
About the author
#2
Events are only processed at that timeslices so 32, 64, 96, ..., but happen in the order of the "real schedule milliseconds"
Normally that should not have any direct impact as there is normally nothing that changes that groundbreaking in such a short amount of time that it has significant consequences.
01/12/2010 (11:03 pm)
the reason why 33 is the same as 64 is that the ticktime is 32ms.Events are only processed at that timeslices so 32, 64, 96, ..., but happen in the order of the "real schedule milliseconds"
Normally that should not have any direct impact as there is normally nothing that changes that groundbreaking in such a short amount of time that it has significant consequences.
#3
I do this kind of stuff all the time:
...so the value for waittime is very important.
01/19/2010 (4:03 pm)
So it does round up to a multiple of 32, great. I do this kind of stuff all the time:
// call from somewhere
%this.explode(0);
////////
function ship::explode(%this, %count)
{
//animate
%this.owner.setImageMap("ship" @ %count @ "imageMap");
%count++;
if(%count < 50)
%this.schedule(100, explode, %count);
}...so the value for waittime is very important.
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