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Debugging Action Timers

Moderator: MiRai

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hobothe1st

Posts: 18

Joined: Tue Aug 13, 2013 4:36 pm

Post Thu Oct 17, 2013 5:17 pm

Debugging Action Timers

I was playing around with action timers today and experienced some weirdness when sharing a timer group across two of my characters. I think I can guess why I got the behaviour that I did and what I did wrong--namely, I shouldn't have been sharing a timer group in this particular case--but that got me wondering how I would go about properly debugging these kinds of situations in the future. The debugging console didn't give me any feedback when I tried it, even with the 'Timer Pool' box ticked. So is there a way to get an idea of what's going on during execution, like a way to monitor active timers, or do I just have to use my imagination (which might lag a little on a not-so-good day)?
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lax

User avatar

Site Admin

Posts: 7303

Joined: Tue Nov 17, 2009 9:32 pm

Post Thu Oct 17, 2013 6:13 pm

Re: Debugging Action Timers

The Timer Pool debugging box is the intended method, I see that it is not currently doing much. I'll have to take care of that, thanks :)
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hobothe1st

Posts: 18

Joined: Tue Aug 13, 2013 4:36 pm

Post Thu Oct 17, 2013 7:28 pm

Re: Debugging Action Timers

Awesome! I look forward to it.

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