Hello guys, I have a custom zone and whenever you die in that zone it shows you the timer when you will respawn and after timer reaches 0 it respawns you.This was my first try:
public void onDieInside(L2Character character)
{
if(character instanceof L2PcInstance){
final L2PcInstance player = (L2PcInstance) character;
countdown = 5;
ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new Runnable(){
@Override
public void run(){
if(player.isDead()){
if(countdown >0){
SystemMessage smg = SystemMessage.getSystemMessage(SystemMessageId.RESPAWN_AFTER_S1_SECONDS);
smg.addString(String.valueOf(countdown));
player.sendPacket(SystemMessageId.RESPAWN_AFTER_S1_SECONDS);
countdown--;
}else if(countdown == 0){
player.doRevive();
int x = 174132 + (int)(Math.random() * ((179862 - 174132) + 1));
int y = 112225 + (int)(Math.random() * ((117715 - 112225) + 1));
int z = -7708;
Location loc = new Location(x, y, z);
player.teleToLocation(loc,0);
}
}
}
}
,0,1000);
}
}
It works fine for first time,but then it just get shorter and shorter.I believe it's because thread doesn't stop working after respawning player,so whenever a player dies again the countdown is set to 5,but there is 2threads running and subtracting 1from countdown and then threads just keep increasing. My second try was this method:
public void onDieInside(L2Character character)
{
if(character instanceof L2PcInstance){
final L2PcInstance player = (L2PcInstance) character;
countdown = 5;
while(countdown > 0 && player.isDead()){
ThreadPoolManager.getInstance().scheduleGeneral(new showCountdown(countdown,player), 6000-countdown*1000);
countdown--;
}
ThreadPoolManager.getInstance().scheduleGeneral(new Runnable(){
@Override
public void run(){
if(player.isDead()){
player.doRevive();
int x = 174132 + (int)(Math.random() * ((179862 - 174132) + 1));
int y = 112225 + (int)(Math.random() * ((117715 - 112225) + 1));
int z = -7708;
Location loc = new Location(x, y, z);
player.teleToLocation(loc,0);
}
}
}, 6000);
}
}
This is showCountdown class:
class showCountdown implements Runnable{
int timer = 0;
L2PcInstance player;
public showCountdown(int countdown,L2PcInstance p){
timer = countdown;
player = p;
}
@Override
public void run(){
SystemMessage smg = SystemMessage.getSystemMessage(SystemMessageId.RESPAWN_AFTER_S1_SECONDS);
smg.addNumber(timer);
player.sendPacket(smg);
}
}
It works just fine,but it seems dumb just to create so many Threads for a simple countdown.
I found it easiest to get used to that by playing around with different mixes during practice. Once you test it live a few times, it starts to click pretty quick.
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Question
StealthyS4m
Hello guys,
I have a custom zone and whenever you die in that zone it shows you the timer when you will respawn and after timer reaches 0 it respawns you.This was my first try:
It works fine for first time,but then it just get shorter and shorter.I believe it's because thread doesn't stop working after respawning player,so whenever a player dies again the countdown is set to 5,but there is 2threads running and subtracting 1from countdown and then threads just keep increasing.
My second try was this method:
This is showCountdown class:
It works just fine,but it seems dumb just to create so many Threads for a simple countdown.
Edited by StealthyS4m15 answers to this question
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