well done,
thanks
greetz gjuz
well done,
thanks
greetz gjuz
Does this include the %/time for when pylons spawn? I seen a plugin which has that wasnt sure if this was it.
Pylon Check Plugin
greetz gjuz
Nice plugin!
Thanks
Hi,
within testing i had some issues:
- time disapeared
this happened sometimes during rifts, not often.
i had enough time left, and the rift wasn't finished.
- a bonus time of over 1 hour
within some debugging, i came to the clue, that ether
CurrentTimedEventEndTick
or
CurrentGameTick
wasn't correct - the numbers didn't suit to each other.
besides, your time calculation is circuitous (not straight)
this does the same:PHP Code:
var _x = 9000000000 / ui.Rectangle.Width;
var currentX = ui.Rectangle.Left + ui.Rectangle.Width / 100.0f * percent;
var timeX = ui.Rectangle.Right - (float)(ui.Rectangle.Width / 900.0f * secondsLeft);
var _time = (currentX - timeX) * _x;
PHP Code:
var _myTime = (percent + secondsLeft/9f - 100f)*90000000f;
------------
i found a way to get around the issue:
[C#] GLQ_GRProgressionToTime.cs - Pastebin.com
greetz gjuz
hmmm,
i mostly tested group play, there was a difference of max 1 or 2 seconds between our calculations
i think i got it:
missing bracketsPHP Code:
var _myTime_ms = percent*9000f - (secondsElapsed - pauseTimer.ElapsedMilliseconds);
i'm going to do a solo test....
greetz gjuz
Last edited by gjuz; 10-10-2017 at 12:40 PM.
here an example of issue with yours:
in cases, the timer disapeared, your calculation was e.g.: "- 42m ??s" (and some seconds), don't have that screenshot anymore...
my works fine with no pause in solo.
my pause timer, doesn't work as intended....
that's except my wrong braketing the main issue in my version.
yes i can confirm that error, if you paused your game, hud doesn't pause questtimer (riftQuest.StartedOn)
and if you rivive yourself in with penalty_time, this is not respected too...
greetz gjuz
Last edited by gjuz; 10-10-2017 at 02:22 PM.
fixed?, thanks
the pause_timer issue is NOT fixed, in my version.
greetz gjuz
I'm pretty sure than the time elapsed watch was paused some versions ago..
Are you not just using some twisted logic here ?
You test against the starting time (and it will not need to be paused because it's a fixed time 'point') and not against the `riftQuest.ElapsedMilliseconds
`
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