- Joined
- Feb 22, 2008
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Using the source I can block the game timer here:
CheckContinueSkill()
But after reloading, time in server has changed. When the player login into the server, this line restores the force orb that is currenly being used by the character (ResotrRecordData):
So my thoughts to make it not count time when in city is:
1 - Find a way to calculate how much time player has been on a city.
2 - When user log's out, make some math so the saved time left is not reduced by the time he was in city.
My questions are: Am I in the right path here? If so, how can I achieve step 1 correctly? If not, how should I do it?
I know there should be plenty of released sources around with this problem already solved, but I don't have any on my posession.
CheckContinueSkill()
But after reloading, time in server has changed. When the player login into the server, this line restores the force orb that is currenly being used by the character (ResotrRecordData):
C++:
cInvenTory.SetForceOrb(sinFO1 + TransRecordData.GameSaveInfo.wForceOrbUsing[0], TransRecordData.GameSaveInfo.wForceOrbUsing[1]);
So my thoughts to make it not count time when in city is:
1 - Find a way to calculate how much time player has been on a city.
2 - When user log's out, make some math so the saved time left is not reduced by the time he was in city.
My questions are: Am I in the right path here? If so, how can I achieve step 1 correctly? If not, how should I do it?
I know there should be plenty of released sources around with this problem already solved, but I don't have any on my posession.
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