Game Guides Archive
Thread: Override old alarm instead of adding new?
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JemyM
Sun Feb 20, 2005 6:43 am
#1
I have used addalarmin alot, but I now wonder if there is a way of overriding an alarm instead of adding a new one.
For example, I maskscent. I have a timer that tells me when the maskscent runs out "MaskScent Runs Out...", giving me an alarm.
But then my maskscent fails, and I need to run the script again.
Since the old alarm is active already, I will get 2 alarms, one for the old failed one, and one for the new and working one.
It would be easier for me if I can just replace/refill the old MaskScent Runs Out..." timer with a new time.
Mosati
Sun Feb 20, 2005 7:18 am
#2
Type /alarm and then hold the keys ctrl-shift-tab and the chat box will list all the commands that start with /alarm. There are several option in there that you might find useful including one command to remove select alarms that are in current memory.
sciguyCO
Sun Feb 20, 2005 4:23 pm
#3
Well, it looks like there's an "alarmRemove".
this might work for a mask scent macro:
/alarmRemove 1; /mask; /addalarmin 0 10 re-Mask scent;
That removes the first active alarm (so this will only really work if you only use the one alarm), masks your scent, then adds an alarm to go off in 10 minutes (adjust for your actual mask duration) telling you to remask your scent.
So if your mask breaks early, you can just run this macro, it'll wipe out your previous alarm, mask your scent, then set an alarm to let you know when it's wore off.
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