msdp variables SYSTEM_TIME and WORLD_TIME

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msdp variables SYSTEM_TIME and WORLD_TIME

Postby Woody » Thu Oct 31, 2024 11:54 am

The msdp variables SYSTEM_TIME and WORLD_TIME are returning "0" for me.

I'm currently using DURATION on ' avatar sight' to time tick length for a lagometer, as my newbies don't have long duration spells, Is there a better variable to use?
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Re: msdp variables SYSTEM_TIME and WORLD_TIME

Postby cnl » Thu Oct 31, 2024 10:23 pm

Not sure how your lag… thing works but quite a few msdp variables seem to be placeholders

I put game time in my prompt and pull it from there (timestamping capture time)
I kinda keep an eye on this for mob regen ticks - not sure if this is the tick you’re looking for

System time is just PST - it doesn’t lag
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Re: msdp variables SYSTEM_TIME and WORLD_TIME

Postby Woody » Fri Nov 01, 2024 11:05 am

The msdp.CHARACTER_AFFECTS spell DURATION is in seconds.
I compare this to a local timer and it's usually accurate to +/- 0.01 seconds.
Twice a day we get lagstorms where 1 tick will take 3, 5 or even 10+ seconds, afterwards the server seems to run ticks at 0.33 seconds to 'catch up'.
It's handy to know when these storms hit, and more importantly, have ended!
Running a big group at 3x speed is a bit too clenchy for me, but Asterix appears to enjoy it!
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Re: msdp variables SYSTEM_TIME and WORLD_TIME

Postby Woody » Fri Nov 01, 2024 11:38 am

If it's a config on the server a 'catch up' tick duration of 0.5 or 0.66 would be preferable!
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Re: msdp variables SYSTEM_TIME and WORLD_TIME

Postby cnl » Fri Nov 01, 2024 4:41 pm

msdp.CHARACTER_AFFECTS becomes bugged at high numbers of effects, spells being up - it hardly ever reports any values at all for Fuligin with my permanent buys and artifacts etc - I had to unreport it.

So I suggest you don't get too dependent on using it.

I use msdp.AFFECTS even though it has way less data and supplement with triggers were needed.

I suggest if you're going to continue with your approach of detecting lag you just make it more flexible than hard coded to a single spell type, and base it off msdp.AFFECTS instead. maybe just keep picking whatever has the most time on it.
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