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  #1  
Old 05-24-2009, 08:37 PM
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joligario
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Did you try changing EVent to EVENT? Not sure if it is case sensitive or not, but most likely it is.
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  #2  
Old 05-24-2009, 10:22 PM
Randymarsh9
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I tried that, but it still doesnt work
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  #3  
Old 05-24-2009, 10:35 PM
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trevius
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Yeah, you do definitely need to make sure to use all uppercase. That script should work fine when you have it set like this:

Code:
sub EVENT_SPAWN {
	quest::settimer("Timer1",10);
}

sub EVENT_TIMER {

	if ($timer eq "Timer1"){
		quest::say("text1");
		quest::stoptimer("Timer1");
		quest::settimer("Timer2",10);
	}

	if ($timer eq "Timer2"){
		quest::say("text2");
		quest::stoptimer("Timer2");
		quest::settimer("Timer3",10);
	}

	if ($timer eq "Timer3"){
		quest::say("text3");
		quest::stoptimer("Timer3");
		quest::settimer("Timer4",10);
	}

	if ($timer eq "Timer4"){
		quest::say("text4");
		quest::stoptimer("Timer4");
		quest::settimer("Timer1",10);
	}

}
Make sure to do a #reloadquest and also a #repop to start the timer. Also, make sure you have the script named properly.
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  #4  
Old 05-24-2009, 10:44 PM
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Maybe try integers instead of strings for timer id as a last resort.
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  #5  
Old 05-24-2009, 11:06 PM
Congdar
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If you use integers, change eq to ==
Code:
sub EVENT_SPAWN {
	quest::settimer(1, 10);
}

sub EVENT_TIMER {

	if ($timer == 1){
		quest::say("text1");
		quest::stoptimer(1);
		quest::settimer(2, 10);
	}

	if ($timer == 2){
		quest::say("text2");
		quest::stoptimer(2);
		quest::settimer(3, 10);
	}

	if ($timer == 3){
		quest::say("text3");
		quest::stoptimer(3);
		quest::settimer(4, 10);
	}

	if ($timer == 4){
		quest::say("text4");
		quest::stoptimer(4);
		quest::settimer(1, 10);
	}

}
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  #6  
Old 06-18-2009, 11:47 PM
Yeormom
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I was messing around with event timers the other night and it appeared that the timer could not get the player that triggered the event. Things like quest::movepc() didn't function and $client wasn't exported for the timer event.
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  #7  
Old 06-19-2009, 10:17 AM
Capheus
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Posts: 141
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Getting $client in a timer in most cases will not happen cause a timer is not triggered by the client. Is these cases you have to store the client in another variable or qglobal. I have the common types below, but there are many other ways of doing this too.


Code:
sub EVENT_SPAWN {
     	$x = $npc->GetX();
   	$y = $npc->GetY();
   	quest::set_proximity($x - 20, $x + 20, $y - 20, $y + 20);
   	quest::settimer("testclient",5);
}


sub EVENT_SAY {
	if($text=~/hail/i)
	{$firstclient = $client;}
}


sub EVENT_AGGRO	{ 
	$secondclient = $client;

} 


sub EVENT_COMBAT {
	$thirdclient = $client;

} 


sub EVENT_ENTER {
	$fourthclient = $client;
}


sub EVENT_ENTERZONE {
	$fifthclient = $client;
}


sub EVENT_TIMER {
	if ($timer eq "testclient") {
	
		if ($firstclient != 0)
		{$cone = $firstclient->GetName();}

		if ($secondclient != 0)
		{$ctwo = $secondclient->GetName();}

		if ($thirdclient != 0)
		{$cthree = $thirdclient->GetName();}

		if ($fourthclient != 0)
		{$cfour = $fourthclient->GetName();}

		if ($fifthclient != 0)
		{$cfive = $fifthclient->GetName();}

	quest::say("$cone");
	quest::say("$ctwo");
	quest::say("$cthree");
	quest::say("$cfour");
	quest::say("$cfive");
	}
}
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  #8  
Old 06-19-2009, 10:43 AM
Yeormom
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Some of the data is sent to the timer event, such as $name of player and $entity_list for the zone. I was specifically trying to functions for the client but those seemed to fail as well, strangely enough.
Code:
sub EVENT_TIMER
{
     quest::say("Hello $name");
     $c = $entity_list->GetClientByName($name);
     $charname = $c->GetName();
     quest::say("Hi $charname");
     $c->MovePC(1,1,1,1);
     $c->CastSpell(1,1);
}
Output:
Code:
NPC says, 'Hello JohnDoe'
NPC says, 'Hi JohnDoe'
*crickets*
*more crickets*
Not an actual script but prefect representation if all function input had valid data.
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