Belthan Posted June 27, 2013 Share Posted June 27, 2013 I have a script that performs a pseudo "fast travel" to a specific location using the moveto command. I want to make time pass as if the player actually fast traveled. It looks like I can do what I want by incrementing the GameHour global variable like so: set GameHour to GameHour + TravelTimeWhen I do this, the Pip Boy clock and the Wait menu both show the new time. My question is, has anybody done this before and if so, does it break things? Specifically, do scripts that rely on GetCurrentTime, AI packages with schedules, and other time-related functions react properly? Obviously, I plan to playtest the heck out of it, but I was just wondering if anybody had already tried it and could tip me off to any pitfalls in advance. Thanks, Belthan Link to comment Share on other sites More sharing options...
rickerhk Posted June 28, 2013 Share Posted June 28, 2013 The vanilla game has scripts that set the game hour ahead. Just don't ever go backward - because it might break other scripts that are tracking time.And if you're going to set the hour ahead, you have to take into account that you might cross midnight, so you have to increment the day, and depending on the day of the month, you might have to increment the month. There's an example in this script: NVDLC03ThinkTankDoorSCRIPTIn that script there is also the condition it needs to be 7 am. If it's already past that, they go to 7am the next day - they don't go back. Link to comment Share on other sites More sharing options...
Belthan Posted June 28, 2013 Author Share Posted June 28, 2013 Definitely don't need to go backward, good call on crossing day/month boundaries, exactly the kind of tip I was looking for, thx! Link to comment Share on other sites More sharing options...
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