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Mook 1-minute timer
Test run.
/show_window MainHUD.Memorized to bring it up. Background image has 30 frames at 2 seconds each. Just click on where the yellow bar is and the purple marker will move to it. 60 seconds later, they will be at the same place again. Good for timing the re-use of the Manastone. :p Coming later (if it works): Multiple timers and the ability to set the duration of each one in-game. :D (Attachment removed, see my third post.) |
Sweet thanks death!! :D
works great! i can now use my manastone to it's fullest! now who wants to skin it with some ticks marks and stuff? |
I'll overlay the expbubble junk or something. :p
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Ah very cool. I was thinking of doing something like this using effectors. Was also thinking I could use effectors for macro pauses :D
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1 Attachment(s)
Added 5-second-increment ticks that can be turned on and off via the window's titlebar setting.
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Now all I need is a manastone! :p :rolleyes:
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Can't wait until...
I can't wait until this mod is adjustable. I would love to time spawns!!
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Question/thought. Would it be possible to create a style that used 1-pixel incremental images and then use an in-game control to dynamically reassign the style playtime? Or am I thinking wishfully?
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Quote:
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What I was thinking was creating a large number of Imagestyles with preset Playtimes that the user can choose from, then have the timer(s?) change ImageStyle to change their duration among the choices. Not much work for the extra ImageStyles either, they can be exact copies with just the Playtime attribute changed. What I need to know is what timers other than 1 minute people want to have. |
probably 5,10,15
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Been playing with this a bit, and it is so utterly cool. It's just a shame that you can't reset Playtime in-game the same way you can in the UIBuilder's run mode.
Another thought/question that occurred to me while fiddling with things: animated imagestyles seem to begin playing the moment you load in. Given that there's an option to enable/disable looping, I'm thinking there must be a way to force a reset to the first frame—otherwise you'd never be able to make sure the user actually saw the full animation from start to finish on a non-looping imagestyle. So, my thought/question is: has anyone figured out how to force this reset? If so, having imagestyle changing buttons that would change the timer style to Xminutes then force that non-looping style to reset to its initial frame would do away with the need for the "start point" slider. (And free up the space currently used by the slider for the duration selection buttons) |
been playing with this a bit, neat idea. gave me a few ideas. having a text object linked to the earthtime and another identical field that when clicked copied the text - thinking of throwing it into my clock window to use to easily keep track of how much time I spend in a zone or other such things.
a stopwatch timer might be an idea, wouldn't really function properly until we can reset to the first frame though. just have three or four images with the frames and playtimes set up to function as a stopwatch. 10 frames 0-9 - 36000 second playtime, then 6 frames 0-5 with 60 second playtime, and 10 frames 0-9 with 10 seconds playtime. and maybe a zero to have four digits for appearances sake. thought about throwing a similar thing together now, but i'd rather wait and hope we get the ability to start/stop/reset animations. |
How do I miss these threads?
I think the Beta Threads don't update properly, I am forever finding dicussions that show as 'read' in the Beta Forums. |
is development on this dead?
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From me, yes. Anyone else is free to pick it up and do with it as they wish.
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