Welcome to the Builder Academy

Question An Issue with Mob-Time Trigger

More
17 Nov 2013 20:49 #4499 by Papaya Pete
Wow that's pretty interesting! Now the line "wait until 20:00", is that system time or mud time?

Please Log in or Create an account to join the conversation.

More
17 Nov 2013 23:04 #4501 by thomas
Ok, some things I see whne investigating this issue:

The check on dg_scripts.c:677 should really be against MTRIG_TIME and not WTRIG_TIME. please verify they're mapped to the same number in your code.

Verify you're calling check_time_triggers at comm.c:993 :
Code:
if (!(heart_pulse % (SECS_PER_MUD_HOUR * PASSES_PER_SEC))) { /* Tick ! */ next_tick = SECS_PER_MUD_HOUR; /* Reset tick coundown */ weather_and_time(1); check_time_triggers(); affect_update(); point_update(); check_timed_quests(); }

Please Log in or Create an account to join the conversation.

More
17 Nov 2013 23:20 #4502 by rudeboyrave
i think its mud time, i may be wrong though

CyberASSAULT
www.cyberassault.org
cyberassault.org 11111
A post-apocalyptic, sci-fi MUD.

Please Log in or Create an account to join the conversation.

More
18 Nov 2013 01:28 #4503 by Parnassus
Why not use
TRIGEDIT-MOB-TIME TRIG-MOB-TIME
Activated by MUD hour listed in Numeric Arg.
Numeric Arg : MUD hour to trigger off (0-23).
?

Room time triggers can also use Global to make them fire even if nobody is in the area. It's possible that Global will do the same for a mob time trigger.

Those examples would be for mud time, not real time.

Please Log in or Create an account to join the conversation.

More
18 Nov 2013 07:13 #4504 by Papaya Pete
Well, after restarting the mud, having walked away for the night, the triggers started working fine. Turns out it's sometimes good to do a copyover to make sure everything is working out fine.

Please Log in or Create an account to join the conversation.

Time to create page: 0.252 seconds