Thread: Timed Effects
View Single Post
Old 01-22-2009, 08:39 PM   #11
Rising_Dusk
Obscurity, the Art


Projects Director
Project Leader: OD
 
Join Date: Feb 2006
Posts: 9,729

Submissions (27)

Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)

Hero Contest #3 - 1st PlaceApproved Map: Desert of ExileApproved Map: Advent of the ZenithHero Contest #2 - 1st PlaceHero Contest - Third place>

Send a message via AIM to Rising_Dusk Send a message via MSN to Rising_Dusk
Default

I do still think AddTimedEffect() would be much more practical than TimedEffect. It'd also match closer with AddSpecialEffect(). Also, why in the world do you still have your single timer version? It's much more inefficient than a single timer with one execution after a precise amount of time. Not to mention you never pause the timer even if no effects are loaded to it, which isn't very good.
__________________
Rising_Dusk is offline   Reply With Quote