Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: NGTM-1R on January 10, 2005, 10:14:09 pm
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...why are the units for the send-message-list sexp time and the units for everything else's times different?
Every other sexp, so far as I can tell, has its times in seconds. The send-message-list sexp, though, has its times in "ms", which either means its times are in milliseconds, or in Microsoft. :shaking:
While the second would explain why when I do the second-to-millisecond conversions out on my calculator and input those numbers it still doesn't reliably wait ten seconds between messages like I want it to, I find it a little unlikely.
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http://www.acronymfinder.com/af-query.asp?String=exact&Acronym=ms&Find=Find ?
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you have to wait 10,000 microsofts before the next message.
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wait its stuck at updating
1 second left
read to play in approx. 1 second
it's a microsoft second
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Originally posted by ngtm1r
While the second would explain why when I do the second-to-millisecond conversions out on my calculator and input those numbers it still doesn't reliably wait ten seconds between messages like I want it to, I find it a little unlikely.
:wtf: You do second to millisecond calculations on a calculator? Why don't you just stick three zeros on the end of the number of seconds like everyone else does? ;)
As for why the send message list SEXP uses milliseconds rather than seconds your guess is as good as mine :)
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Originally posted by karajorma
:wtf: You do second to millisecond calculations on a calculator? Why don't you just stick three zeros on the end of the number of seconds like everyone else does? ;)
I used to. But it kept playing the message either eight or six seconds after the last, not ten...granted the calculator gives the same answers, and I have the same problem, but it makes me feel better.
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You DO actually realise that the message-list works a bit different that a single message, do you?
if Has_time_elapsed
- 2
Send-message-list:
- Alpha 2
- Normal
- check your six.
- 1000 *
- Alpha 3
- Normal
- Dammit, I'm gonna kill that wuss!
- 2000 **
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* the Check your six messsage will be despyed 1 second AFTER the original event is true. This means that the message list will start 3 seconds after mission start.
** Alpha 3 will start his message 2 secs after Alpha 2 starts his.
This system can be confusing sometimes, espacialyl in larger lists.
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I can read the description of the sexp in the events scripting, Trashman. In-mission, however, the send-message-list times are not quite what they're supposed to be. It might be some slight randomizer built into the code somewhere, I dunno.
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so for my own understanding, the delays are from the start time of the message list and not a delay between messages, right??? thx.
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No. The milliseconds are the time between messages. Or you can think of it as the delay from when the preceding message is transmitted.
Originally posted by ngtm1r
I used to. But it kept playing the message either eight or six seconds after the last, not ten...granted the calculator gives the same answers, and I have the same problem, but it makes me feel better.
Be careful... the time is from the start of the previous message, not the end. ;)
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Originally posted by Goober5000
Be careful... the time is from the start of the previous message, not the end. ;)
Now that explains everything :wtf: (now I have it more easier overworking my missions, thanks for that insight :D )