Unusual DelayCommand() Behaviour?
Posted: Thu Mar 08, 2007 7:23 pm
Has anyone seen inconsistent behaviour for this function under NWN2? It's seemed to work fine for the Seamless AT system, and in several places in the spawn system, but not in setting a respawn delay.
the specific usage:
I've confirmed that fRespawnDelaySecs is a reasonably-sized float, but a SendMessageToAllDMs() in the _RespawnPoll() function only seems to fire when fRespawnDelaySecs = 0.0 - I'm not sure what could be to blame for this one. I can try setting some nonzero float delay values, but it's a pretty straightforward usage, really.
Shouldn't be a problem to pass the pointer in a delayed fashion, should it?
the specific usage:
Code: Select all
float fRespawnDelaySecs = ACR_GameHoursToRealSeconds(fRespawnDelay);
DelayCommand(fRespawnDelaySecs, _RespawnPoll(oParentWaypoint));
Shouldn't be a problem to pass the pointer in a delayed fashion, should it?