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Thread: Timers

  1. #1

    Timers

    Hey, I haven't checked recently on the revisions though is there timers included in the VaultMP scripting package? Thanks
    A gaming community ran by one person, with servers made by individuals (in this case, me, myself)
    I plan to look for a trusted person who will help me create a decent roleplay/deathmatch server on Vault-TEC,
    PM me if you're interested

  2. #2
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    Re: Timers

    Not yet, but they will definitely be implemented very soon

  3. #3

    Re: Timers

    When we have a plugin system, some good C++ developer will hopefully be able to make them :P


    I just come here to view whether there has been any progress or not, and review the wonderful progress that Recycler and the development team has made.
    My sincere thanks goes to them and to others who value my contributions the community, not to mention the ones that solely contribute.

  4. #4
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    Re: Timers

    https://www.vaultmp.com/index.php?topic=261.0

    https://svn.brickster.net/vaultmp/tru...c/standard.pwn
    https://svn.brickster.net/vaultmp/tru...aultscript.cpp

    Note that in C++ using vaultmp's timers should be generally preferred over running your own threads. Although all scripting functions are thread-safe, doing too much vaultmp stuff in your own thread may get you state inconsistency (imagine a procedure which operates on player X, in the middle of that procedure OnPlayerDisconnect with player X gets called and the rest of your procedure will fail). This won't happen with vaultmp timers.

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