SetTimer

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Revision as of 05:21, 14 March 2009 by Kodak (talk | contribs)
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This function allows you to trigger a function after a number of milliseconds have elapsed. You can call one of your own functions or a built-in function. For example, you could set a timer to spawn a player after a number of seconds have elapsed.

Once a timer has finished repeating, it no longer exists.

The minimum accepted interval is 50ms.

Syntax

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Server and Client
timer setTimer ( function theFunction, int timeInterval, int timesToExecute, [ var arguments... ] )

Required Arguments

  • theFunction: The function you wish the timer to call.
  • timeInterval: The number of milliseconds that should elapse before the function is called. 1000 milliseconds = 1 second.
  • timesToExecute: The number of times you want the timer to execute, or 0 for infinite repetitions.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • arguments: Any arguments you wish to pass to the function can be listed after the timesToExecute argument.

Returns

Returns a timer pointer if the timer was set succesfully, false if the arguments are invalid or the timer could not be set.

Example

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Example

This example will output some text after a small delay.

-- define function to be called
function delayedChat ( text )
	outputChatBox ( "Delayed text: " .. text )
end

-- set a timer so the function is called after 1 second
setTimer ( delayedChat, 1000, 1, "Hello, World!" )

1 second after the line above has been executed, the text Delayed text: Hello, World! will be displayed in the chat box.

See Also