Daimonicon Posted March 21, 2023 Share Posted March 21, 2023 Hello, does anyone know how scripts that rely on time react to a timescale that is more or less that is more or less different from the default (20 ?) ? For example Light On/Off scripts ? Examplefloat Function GetCurrentHourOfDay() global{Returns the current time of day in hours since midnight}float Time = Utility.GetCurrentGameTime()Time -= Math.Floor(Time) ; Remove "previous in-game days passed" bitTime *= 24 ; Convert from fraction of a day to number of hoursReturn TimeEndFunction ExampleRegisterForSingleUpdateGameTime(GameTime - CurrentTime) I have noticed that the script stumbles slightly when using unusual things like waiting 30 days at a time or using an extreme timescale for tests. timescale from 8000 or more. Of course this is not usual in a normal game. Is it possible to intercept or circumvent this in the script? Link to comment Share on other sites More sharing options...
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