Revision Difference
Delays_and_Cooldowns#548942
<cat>Dev.GettingStarted</cat>
# About
A cooldown will make an event only trigger if a certain amount of time has passed since its last occurrence.
An event cooldown can be created in several ways, and it is made by setting a condition based on time
```
function myFunc()
if funcNotOnCooldown then
-- Do stuff
end
end
```
# CurTime
<page>Global.CurTime</page> is a useful tool for setting a delay for an event. The function returns the uptime of the server in seconds, which means we can use it to keep track of time elapsed by saving the returned value, then calling it again.
Here's an example of a cooldown made using CurTime
```
local delay = 2
local lastOccurance = -delay -- Ensure the first trigger attempt will work
local function myFunc()
local timeElapsed = CurTime() - lastOccurance
if timeElapsed < delay then -- If the time elapsed since the last occurance is less than 2 seconds
print( "The event is on cooldown and has not been triggered" )
else
print( "The event has been triggered!" )
lastOccurance = CurTime()
end
end
⤶
--or⤶
⤶
local lasttime = 0⤶
local delay = 3⤶
local function myFunc()⤶
if lasttime < CurTime() then⤶
lasttime = CurTime()+delay⤶
print("function called, delay applied")⤶
else⤶
print("function is on cooldown")⤶
end⤶
end⤶
```
<note>If your event isn't related to in-game events; consider using <page>Global.RealTime</page> instead, which will always be synced to real-world time rather than server time</note>
In the above example, we use <page>Global.CurTime</page> to tell when the last event had occured. Instead, we could use it to determine when the **next** event should occur
```
local delay = 5
local nextOccurance = 0
local function myFunc()
local timeLeft = nextOccurance - CurTime()
if timeLeft < 0 then -- If the time has passed the nextOccurance time
print( "The event has been triggered!" )
nextOccurance = CurTime() + delay
end
end
```
# Timers
Another method of setting a delay is using the <page>timer</page>.
```
local delay = 2
local shouldOccur = true
local function myFunc()
if shouldOccur then
print( "The event has been triggered!" )
shouldOccur = false
timer.Simple( delay, function() shouldOccur = true end )
else
print( "The event is still on cooldown" )
end
end
```
<note>If you would like to know how much time is left until the timer ends, use <page>timer.Create</page> and <page>timer.TimeLeft</page></note>
<note>It is recommended to not use timers inside hooks that run every frame/tick such as <page>GM:Think</page> and <page>GM:HUDPaint</page></note>
# Real World Time
If you're dealing with long cooldowns, that should persist between map changes and even server restarts, you'll need to use real world time to set the cooldown. We can use real world time with <page>os.time</page> and <page>os.date</page>
There are different ways to save information between map changes and server restarts. In the following example I'll be using the <page>cookie</page> to set a 24-hour cooldown on my function
```
local cooldown = 86400 -- 24 hours in seconds (24*60*60)
local function myFunc()
local nextUse = cookie.GetNumber( "myFuncNextUse", 0 )
local time = os.time()
if time < nextUse then
print( "The event is on cooldown and has not been triggered" )
local nextUseString = os.date( "%Y/%m/%d - %H:%M:%S" , nextUse ) -- Format the next use time nicely
print( "The event will be available for use again on: " .. nextUseString )
else
print( "The event has been successfully triggered!" )
cookie.Set( "myFuncNextUse", time + cooldown )
end
end
```