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> er...FakeEffectExpiryCheck(O:Object*,I:Ticks*), How does it work?
lijing_hi
post Apr 8 2006, 05:14 AM
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I've used it in my script, and use a 150000 as the second parameter. But it doesn't work in game...I've tried other numbers, but the same.

How could I make it work? Or it's broken?

This post has been edited by lijing_hi: Apr 8 2006, 05:15 AM
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devSin
post Apr 10 2006, 08:34 AM
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I briefly tested it back when I went through all the actions. It worked, although there was a noticeable delay before the effects actually expired.

If the number really is AI updates, you might just try a bigger number.
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