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  • A [[timer]] object refers to a timer set to execute a function a certain number of times with a specified delay. ...ce in which it was created is stopped, so in this case you should kill the timer manually.
    602 bytes (95 words) - 11:33, 11 June 2023
  • This function check if the execute is the last execute in the [[timer]]. bool isLastExecuteInTimer( timer theTimer )
    1 KB (151 words) - 11:44, 29 October 2023
  • {{IT/MainP}} [[Category:IT/Concetti di scripting]]
    657 bytes (96 words) - 05:13, 30 September 2014
  • This function checks if a variable is a [[timer]]. ...ally recycled. Always make sure you nil variables containing a timer after it has expired.}}
    2 KB (315 words) - 07:03, 12 July 2014
  • * '''projectile''': the projectile to get the timer of. * Grenades will explode when it hits 0
    1 KB (145 words) - 14:09, 29 April 2021
  • * [[timer|Timer]] [[it:Classi di MTA]]
    907 bytes (133 words) - 20:25, 21 February 2021
  • * [[timer|Timer]] [[it:Classi di MTA]]
    788 bytes (110 words) - 20:32, 21 February 2021
  • * [[timer|Timer]] [[it:Classi di MTA]]
    758 bytes (104 words) - 08:12, 24 October 2022
  • * [[timer|Timer]] [[it:Classi di MTA]]
    793 bytes (101 words) - 18:35, 30 June 2022
  • * [[timer|Temporizador (Timer)]] [[it:Classi di MTA]]
    742 bytes (106 words) - 12:02, 29 September 2014
  • ...staircase object model using a ''randomObjectMovement'' function and stop it immediately with the stopObject command. This is achieved by using a "togg -- if the player types "on" for the state variable, turn on the timer, which triggers a function
    2 KB (239 words) - 12:08, 31 October 2023
  • * [[timer|Timer]] (Таймер) [[it:Classi di MTA]]
    1 KB (42 words) - 03:05, 1 April 2016
  • Will change the projectile counter timer which depending on the projectile type will do different things: * Rockets and Grenades will explode when it hits 0
    2 KB (229 words) - 07:51, 25 June 2016
  • ...integer in between 0 and 1 of the gui element's current alpha, or false if it could not be retrieved. ...eIn = setTimer(guiFade, 50, 1, gui, state) -- We loop the function to make it lower the alpha each 50 ms
    2 KB (360 words) - 17:15, 21 November 2018
  • ...function returns a table of all active timers that the resource that calls it has created. Alternatively, only the timers with a remaining time less than -- Loop through the timer list
    912 bytes (132 words) - 11:26, 6 March 2019
  • * '''timerName:''' The timer name. * '''key:''' The timer key is used as secondary dimension, it can be any value (players/vehicles/strings/numbers/...) except for ''nil''.
    6 KB (640 words) - 19:13, 26 January 2021
  • {{Server client function}}{{Important Note|The speed at which a client side timer runs can be completely unreliable if a client is maliciously modifying thei ...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.
    6 KB (821 words) - 09:22, 13 October 2023
  • ...integer in between 0 and 1 of the dgs element's current alpha, or false if it could not be retrieved. ...eIn = setTimer(guiFade, 50, 1, gui, state) -- We loop the function to make it lower the alpha each 50 ms
    3 KB (456 words) - 21:17, 3 May 2021
  • ...- Choose a random number between 1 and 18000 as a whole integer and assign it to -- Every 2.5 seconds, the function 'objectRandomization' is called by this timer.
    1 KB (194 words) - 09:12, 9 November 2018
  • ...o effect. detachTrailerFromVehicle in the event doesn't work either, 50 ms timer is effective.}} ...section below if cancelling the event has any effect. If you don't know if it does, ask a dev! -->
    2 KB (263 words) - 15:52, 29 May 2019
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