dmmslaver Posted January 13, 2017 Share Posted January 13, 2017 (edited) Is it possible to get the current server cycle? For example, I would like to only run an event immediately after the current server cycle (600ms) has been processed and all of the npcs/objects/items etc have been updated correspondingly. Maybe theres a method but I can't seem to find it. I thought about maybe checking for packet opcodes for one that only comes around once per cycle? But im not sure which opcode to use and if the opcodes would change and break the script. i understand there would be some lagg between the server but basically i just want to process an event immediately after the last game update has been processed.maybe it would work to check when the last packet for a cycle is sent?thanks for any help! Edited January 13, 2017 by dmmslaver Quote Link to comment Share on other sites More sharing options...
House Posted January 13, 2017 Share Posted January 13, 2017 Maybe this can help: http://osbot.org/api/org/osbot/rs07/api/Client.html#getCurrentTick-- Otherwise if this is not close enough to what you want you could try using http://osbot.org/api/org/osbot/rs07/api/Client.html#getCurrentPacketOpcode-- And finding out the correct value that matches a cycle start Quote Link to comment Share on other sites More sharing options...
dmmslaver Posted January 13, 2017 Author Share Posted January 13, 2017 Maybe this can help: http://osbot.org/api/org/osbot/rs07/api/Client.html#getCurrentTick-- Otherwise if this is not close enough to what you want you could try using http://osbot.org/api/org/osbot/rs07/api/Client.html#getCurrentPacketOpcode-- And finding out the correct value that matches a cycle start getCurrentTick is 20ms for rendering not the 600ms. Will post results if i get a working packet id. Quote Link to comment Share on other sites More sharing options...