Delays and Cooldowns
A delay (or cooldown) is a way to make an event only trigger if a certain amount of time has passed since its last occurrence.
CurTime 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. Here's an example of an anti chat spam system made using CurTime
local delay = 2 hook.Add( "PlayerSay", "CheckForAntiSpam", function( ply, text ) if not ply.lastChatMessage then ply.lastChatMessage = -delay end -- This is to ensure the first time trigger works properly if CurTime() - ply.lastChatMessage < delay then -- If the time passed since the last message sent is less than 2 seconds ply:ChatPrint( "You must wait " .. delay .. " seconds after sending a chat message to send another one" ) -- Let the player know he can't send the message return "" -- Deny the message else -- If it's been more than 2 seconds since the last message was sent ply.lastChatMessage = CurTime() -- Update lastChatMessage end end
If your event isn't related to in-game events; consider using RealTime instead, which will always be synced to real-world time rather than server time