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sys_milliseconds #276456
07/05/09 06:17
07/05/09 06:17
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
Serious User
pegamode  Offline OP
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
Hi,

I'd like to have sys_milliseconds added if possible.
Sometimes it's needed to print out a more detailed time than just HH:mm:ss.

Regards,
Pegamode.

Re: sys_milliseconds [Re: pegamode] #276462
07/05/09 07:23
07/05/09 07:23
Joined: Dec 2002
Posts: 616
Austria
Stromausfall Offline
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Stromausfall  Offline
User

Joined: Dec 2002
Posts: 616
Austria
you should try timer(), it uses microseconds ^^


get the C# wrapper:
for A7.85.4 and A8.30.4, Version 2.3.9
at http://acknexwrapper2.matthias-auer.net/ or visit the thread
Re: sys_milliseconds [Re: Stromausfall] #276771
07/06/09 10:38
07/06/09 10:38
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
Serious User
pegamode  Offline OP
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
timer() is not what I need ... I need the current daytime with milliseconds.

Re: sys_milliseconds [Re: pegamode] #276778
07/06/09 11:10
07/06/09 11:10
Joined: Jan 2007
Posts: 67
Deutschland
chris0101 Offline
Junior Member
chris0101  Offline
Junior Member

Joined: Jan 2007
Posts: 67
Deutschland
look in the aum 84 in the unanswered questions.

Last edited by chris0101; 07/06/09 11:11.
Re: sys_milliseconds [Re: chris0101] #276806
07/06/09 15:01
07/06/09 15:01
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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Joined: Feb 2006
Posts: 1,011
Germany
Hi Chris,

in aum84 it's also just a timer()-code.
But I want the current time with millis.

Regards,
Pegamode.

Re: sys_milliseconds [Re: pegamode] #276811
07/06/09 15:37
07/06/09 15:37
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Hm if you can live with inaccuracy of one second, you can build the time offset using sys_hours/mintues/seconds on startup and then add ms by ms on your own.

Re: sys_milliseconds [Re: pegamode] #276812
07/06/09 15:37
07/06/09 15:37
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
Do you REALLY want this as an engine function,
or would an API call do?
I can do one if you want.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: sys_milliseconds [Re: EvilSOB] #276833
07/06/09 17:39
07/06/09 17:39
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
I could do an API call myself, but thanks for the offer.
But I think it's such a small function that it should (could) be added to the engine.

Re: sys_milliseconds [Re: pegamode] #276882
07/06/09 21:58
07/06/09 21:58
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
Oh yes, definitely. A function returning the milliseconds
it very useful, as this is and accurate way to measure
the current time-stamp in raw format. (and beeing
a single steady number compared to the seconds/hours variables,
it can be compared easier)

Should be a very quick implementation to add,
at least in lite-C.

Re: sys_milliseconds [Re: EvilSOB] #284579
08/14/09 02:29
08/14/09 02:29
Joined: Apr 2009
Posts: 27
Silicon Valley
D
Dillinger Offline
Newbie
Dillinger  Offline
Newbie
D

Joined: Apr 2009
Posts: 27
Silicon Valley
Yeah,
I need a faster timer to time your reaction to events.
The meat of this discussion is probably a bit over my head as to why it might need to be in the engine but, in order for a reaction timer to be accurate, it would seem that it would need to be outside of the framerate of the game. Like if I have a game with an FPS of 60, but I would like to see your reaction in thousanths of a second. That would need to be in some other kind of loop than the main game loop, right?

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