SuspendTimers

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suspendTimers(n as NodeRef, deep as Boolean)]

Arguments

<n> 
noderef being affected
<deep> 
boolean, see below

Description

This function tells the specified node to suspend all of its timer fields; if deep is specified as TRUE, then all timer fields on all nodes that are recursively hard associated to the specified one are also affected.

Suspending the timers can be very useful for when you want certain activities to not count against the player. For example: loading between areas, working with a GM during an assist, etc.

When hard associations change, the rule is that the deep suspension of the new parent is honored by the new children.

So for example, if a node that is not suspended gets hard associated to a node that is deeply suspended, it and its children will be suspended.

Likewise, if a node that is suspended gets hard associated to a node that is not deeply suspended, it and its children will loose their suspended status.

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