Need some easy way to do a very simple timing sequence: Say/Yell, wait for specified seconds, then execute Action (or call function). This is particularly true for Yell, since it has a yell duration built in. What people often want to do is have some action happen after the yell duration expires. What happens now is they set up a yell for 15 seconds like "Kicking you for being a tard" but the player never sees it because they are immediately kicked by the next line of code.
This is actually pretty easy to do in code now with a Thread delegate and Thread.Sleep, but I think we need a more controlled API for non- or light coders, lest we have a single limit launch one thread per player, or a dozen per player, etc. Maybe a new designation for second_check, like Thread, in addition to Disabled, Expression and Code? All code that is pasted into the second_check field is put inside a Thread and started when first_check returns true. Something like that.
Need some easy way to do a very simple timing sequence: Say/Yell, wait for specified seconds, then execute Action (or call function). This is particularly true for Yell, since it has a yell duration built in. What people often want to do is have some action happen after the yell duration expires. What happens now is they set up a yell for 15 seconds like "Kicking you for being a tard" but the player never sees it because they are immediately kicked by the next line of code.
This is actually pretty easy to do in code now with a Thread delegate and Thread.Sleep, but I think we need a more controlled API for non- or light coders, lest we have a single limit launch one thread per player, or a dozen per player, etc. Maybe a new designation for second_check, like Thread, in addition to Disabled, Expression and Code? All code that is pasted into the second_check field is put inside a Thread and started when first_check returns true. Something like that.