| 04-12-2005, 10:58 PM | #1 | |
Quote:
I was reading the TFT FAQ thread and it talked about a polled wait. What is it talking about |
| 04-12-2005, 11:26 PM | #2 | |
Quote:
well if for some reason u need to add a wait to a trigger but you need all players paying attention or somthing, then u would use this so when somone is lagging, the wait doesnt finish and then the actions start/resume without him/her |
| 04-13-2005, 04:10 AM | #3 |
so its best to use polled wait instead of wait when ever I need a wait? Where do I find polled wait? |
| 04-13-2005, 05:01 AM | #4 |
I think it would depend on the situation. Say if a lot of stuff is happening, and you know it is going to lag a little, use the polled wait. Other then that use the normal wait. I would also like to know where this wait is. |
| 04-13-2005, 07:45 AM | #5 |
Guest | I guess it's made with: wait until (action) |
| 04-13-2005, 08:21 AM | #6 |
just always use a polled wait, better to be safe and no badfurday, thats a completely different wait, polled wait is simply the action wait (game-time) in jass its call PolledWait( real timeinseconds ) btw i believe polledwait was added because of a 'wait' bug which i don't remember what it is anymore but it occured with the normal wait |
| 04-13-2005, 10:33 AM | #7 |
The wait bug is simple: I have experienced it in my EoW map before I started using pooled waits everywhere. When a hero died, I had a normal wait before reviving him. However, if a player got disconnected at that time, the game got paused and everybody got that window "waiting for player", but the wait action kept on going, so when the game resumed, the hero revived way too soon. This could cause serious havoc in triggered spells and other similar things. Well, now that we have pooled wait, there's no more trouble like that, because the wait pauses whenever the game pauses. |
| 04-13-2005, 11:01 AM | #8 |
Guest | Useful! Thx raptor and anitarf |
| 04-13-2005, 02:13 PM | #9 |
Thanks, I see I'll be using polled wait instead of wait. What is game time equal to real time? |
| 04-13-2005, 07:49 PM | #10 | |
Quote:
ideally game-time is the exact same as real-time, but small slowdowns and such can occasionally make game-time slightly longer than real-time (usually less than a second difference though) |
| 04-13-2005, 08:03 PM | #11 |
Thank you Raptor for your help. |
| 07-12-2005, 08:43 AM | #12 |
Guest | Just to add on to this topic, Are there any drawbacks to using Polled Waits as in memory wise perhaps? |
| 07-12-2005, 09:09 AM | #13 | |
Quote:
|
