So, rotation scripts, such as a pillar falling over or the bridge breaking in cavemap would probly work better in frametime but logical stuff such as an arrow deinitializing after 5 seconds should be done with time = time +1? On Mon, Jun 29, 2009 at 10:05 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > GetFrameTime() returns the time in seconds that the last frame took to > process and render, so waiting til it's 0.5 means "wait for one half > second". > > Usually frame time is about 0.015 (at 60fps!) > > your time = time + 1 idea is the way to go for logic, but using frame time > is good for smooth rotation or things that should be based on time instead > of number of frames. > > You are asking a great question though. We shouldn't use the delta time to > make more stuff happen to make up for low frame rate, we should just let the > game run slower. Thats the "official plan" :P > On Mon, Jun 29, 2009 at 9:41 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> Alan, I'm looking at your code changes and I got a question for ya. I >> think you changed it so every .5 units of frame time it resaves the players >> position, right? >> >> I don't fully understand how GetFrameTime() works. I'm thinking I should >> convert all the scripts I have made to use it so the game will be >> consistent. As of right now a lot of the scripts I have made use a generic >> time = time + 1 as opposed to time = time + getframtime(). >> >> >> >> >> On Mon, Jun 29, 2009 at 9:03 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> hehe okies thanks (: >>> >>> >>> >>> On Mon, Jun 29, 2009 at 8:44 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>> >>>> Nooooooo not my scriptz!! >>>> >>>> You are always welcome to change things alan. >>>> >>>> >>>> On Sun, Jun 28, 2009 at 11:16 AM, Apache User < >>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >>>> >>>>> User:atrix256 >>>>> >>>>> Message: moved the bricks in closer and messed with the teleport back >>>>> to land script a lil. Hope that's ok Kent (: >>>>> >>>>> <Files Changed> >>>>> U Scripts/Maps/voidmap.lua >>>>> >>>>> >>>>> >>>> >>> >> >