game.pause() or script.pause()
Re: game.pause() or script.pause()
And on next tick unpause?
Re: game.pause() or script.pause()
darkfrei wrote:And on next tick unpause?

event join or gui click
Re: game.pause() or script.pause()
No, pausing halts all script processing so if a script paused the game it would never be able to un-pause it.
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- Ranakastrasz
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Re: game.pause() or script.pause()
Given what happens when you set game speed to 0.01, I can believe that. There is a good half second delay between hitting esc and the menu opening. Clearly those are coupled with gamespeed instead of being standalone like UI usually should be.
My Mods:
Modular Armor Revamp - V16
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Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Re: game.pause() or script.pause()
game speed 0.1 is minimumRanakastrasz wrote:Given what happens when you set game speed to 0.01, I can believe that. There is a good half second delay between hitting esc and the menu opening. Clearly those are coupled with gamespeed instead of being standalone like UI usually should be.
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Re: game.pause() or script.pause()
Nope. I tested it. Its 0.01darkfrei wrote:game speed 0.1 is minimumRanakastrasz wrote:Given what happens when you set game speed to 0.01, I can believe that. There is a good half second delay between hitting esc and the menu opening. Clearly those are coupled with gamespeed instead of being standalone like UI usually should be.
Unless they changed in within the last day or two, anyhow.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16