| 05-24-2006, 08:29 PM | #1 |
Ok, well here's the deal. JASS:function TimerDialogStuff_Actions takes nothing returns nothing local unit u = udg_NotARealUnit //Some unit that doesn't matter local integer pu = GetPlayerId(GetOwningPlayer(u)) local timerdialog window local real duration = udg_SomeRealNumber //Some real that doesn't make any difference set udg_ReviveTimer[pu] = CreateTimer() set window = CreateTimerDialog(udg_ReviveTimer[pu]) call TimerDialogSetTitle(window, heroname) // HeroName is a string that I know works, I just didnt include. call TimerDialogDisplay(window, true) call TimerDialogSetRealTimeRemaining(window, duration) call SetHandle(udg_ReviveTimer[pu], "window", window) call SetHandle(udg_ReviveTimer[pu], "unit", u) call TimerStart(udg_ReviveTimer[pu], duration, false, function Hero_Revive_Actual) set window = null set u = null endfunction Now, that's just a bogus lil' thing I created to show what I'm doing with the timer dialogs. My question is, why does the timer dialog not pause when the game is paused? I've noticed the dialog perfectly matches the timer, up until you pause the game or something. When you pause the game, the dialog keeps going while the timer itself pauses, causing a potentially huge difference. Why does that happen? How can I fix it? |
