SetTimer: Difference between revisions
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===Required Arguments=== | ===Required Arguments=== | ||
*'''theFunction:''' The function you wish the timer to call. | *'''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 | *'''timeInterval:''' The number of milliseconds that should elapse before the function is called. (the minimum is 50)(1000 milliseconds = 1 second) | ||
*'''timesToExecute:''' The number of times you want the timer to execute, or 0 for infinite repetitions. | *'''timesToExecute:''' The number of times you want the timer to execute, or 0 for infinite repetitions. | ||
===Optional Arguments=== | ===Optional Arguments=== | ||
{{OptionalArg}} | {{OptionalArg}} | ||
*'''arguments:''' Any arguments you wish to pass to the function can be listed after the ''timesToExecute'' argument. | *'''arguments:''' Any arguments you wish to pass to the function can be listed after the ''timesToExecute'' argument. Note that any tables you want to pass will get cloned, whereas metatables will get lost. Also changes you make in the original table before the function gets called won't get transfered. | ||
===Returns=== | ===Returns=== |
Revision as of 15:44, 31 March 2010
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
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. (the minimum is 50)(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. Note that any tables you want to pass will get cloned, whereas metatables will get lost. Also changes you make in the original table before the function gets called won't get transfered.
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
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
- addDebugHook
- base64Decode
- base64Encode
- debugSleep
- decodeString
- encodeString
- fromJSON
- generateKeyPair
- getColorFromString
- getDevelopmentMode
- getDistanceBetweenPoints2D
- getDistanceBetweenPoints3D
- getEasingValue
- getNetworkStats
- getNetworkUsageData
- getPerformanceStats
- getRealTime
- getTickCount
- getTimerDetails
- getTimers
- getFPSLimit
- getUserdataType
- getVersion
- gettok
- isTransferBoxVisible
- setTransferBoxVisible
- hash
- inspect
- interpolateBetween
- iprint
- isOOPEnabled
- isTimer
- killTimer
- md5
- passwordHash
- passwordVerify
- pregFind
- pregMatch
- pregReplace
- removeDebugHook
- resetTimer
- setDevelopmentMode
- setFPSLimit
- setTimer
- ref
- deref
- sha256
- split
- teaDecode
- teaEncode
- toJSON
- tocolor
- getProcessMemoryStats
- utfChar
- utfCode
- utfLen
- utfSeek
- utfSub
- bitAnd
- bitNot
- bitOr
- bitXor
- bitTest
- bitLRotate
- bitRRotate
- bitLShift
- bitRShift
- bitArShift
- bitExtract
- bitReplace