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Old 04-15-2009, 05:35 PM   #31
akolyt0r
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hmm moyacks point is, that there arent many applications for this script, except for effects ... and we already got some scripts for effects havent we ?
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Old 04-15-2009, 06:08 PM   #32
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Old 04-16-2009, 03:19 AM   #33
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Quote:
Originally Posted by akolyt0r
hmm moyacks point is, that there arent many applications for this script, except for effects ... and we already got some scripts for effects havent we ?
Ok If I have to mention the word rune again... So what, it is a script to destroy after X seconds four types that seem recurrent in that topic. Using timerutils and a struct manually for such cases doesn't seem like a great idea as you end up using a whole struct with its memory usage, code bloat, etc. for such a simple case... There are things that do it for effect already? That's great it means that more people actually accept this can be useful for some. Amazing.
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Old 12-15-2013, 06:49 PM   #34
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Update

I can't believe it's been 4 years!

Code:
-1.02
Nulled handle reference (leak fix)
Nulled timer pointer leak (only affected hashtable version)

-1.01
Rewrote documentation
TimerUtils dependency now optional
Optimized the create method
Added support for units (UnitApplyTimedLife only kills)
EDIT: 1.02

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Old 12-26-2013, 08:17 AM   #35
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Because I know you all care so much.

Updated. Code is a bit more convuluted now but I think the new feature may be useful.

Code:
-1.03
Added option for single timer
Macros moved to the top
It may be better in some cases to use a single timer, like when you plan on having many instances.

Last edited by TriggerHappy : 12-26-2013 at 08:17 AM.
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