![]() Lot of technical reasons for it that don't really affect the timers tho. If the game has fullscreen windowed mode you are likely to have more luck with that than true fullscreen. Some games are pretty picky about displaying screen messages, or accepting to simulated key strokes especially when in true fullscreen mode. The hard part is making them do game stuff or display stuff while ingame. They're great for asynchronous event timing. The oneshot timer ends at 7 seconds and doesn't automatically restart. SetTimer, FreeRunTimer, -7000 <- notice the minus sign in front of the timer period If you wanted to turn FreeRunTimer1 into a oneshot all you need is this. The surprising part about one shot timers is that the only difference between those and the free running kind is the time period. The critical part of knowing about timers is to keep the routine short so the code execution time never exceeds the timer period. You can make a lot of fancy things happen inside the timer code, sound beeps, messages, starting a subroutine, even another timer, or doing skills and stuff. SetTimer, FreeRunTimer1, 7000 <- set the timer named FreeRunTimer milliseconds (7sec)Īnd that's pretty much it. ![]() SetUp7SecTimer: <-a subroutine call to start the timer running this is how you can cause the timer to start freerunning this just produces a tooltip when the timer expiresįreeRunTimer1: <- this is just a name you can call it anything you want If you need a regular 7 second repeating timer a free running timer would probably be your best bet. Oneshot timers are useful for things like fight key cooldowns and stuff that needs to be timed for a specific period but are irregular in when they have to be done. Free running timers are useful if you have things that have to run on a schedule like buffs for example. ![]() It could also have some selection on the device settings that it could be turned off if user don't wan't to see those overlay warnings.There are basically two types of timers - freerunning timers run constantly and oneshot timers run one time and have to be restarted once they've timed out. It would be nice if they would add some sort of "low battery warning" overlay notification to iCUE (overlay warning would appear briefly on the screen even on to of the game, so gamer would know that soon his device X will be out of power). I also don't want to put everything for charge for every night (And I didn't buy wireless devices so that I can use those with wires.).Ĭorsair is making more and more battery operated devices. Nowadays the last thing I do I have to check the battery levels so if the battery is going to be low then I will plug it to charge (for overnight), but then there is those nights when I don't remember to check those levels and then mouse or headset might turn off on the next gaming session and then I have to find the cable and wait until device startups (= death in the game). two hours of playing time remaining on that device. Those are great products, but the biggest problem is that these products won't tell user when their battery is going to be critical e.g. I have Dark Core RGB SE mouse and Void Pro Wireless headset.
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