Jokerine Posted June 21, 2016 Share Posted June 21, 2016 Hey folks. I was wondering yesterday if it would be possible to have an activator (say, a clock) display a message with the current in-game time when activated by the player. Nice and simple. Is this possible? I've looked around the Wiki, but besides GetUserTime (which is apparently useful for checking for the player's actual computer time) from NVSE I didn't see much. I've never scripted with NVSE or any other extender, so perhaps something nice and simple like this could be a good way to start. If anybody has some pointers please let me know. Thank you :) Link to comment Share on other sites More sharing options...
hlp Posted June 21, 2016 Share Posted June 21, 2016 Check GameHour on the Wiki. The decimal part multiplied by 60 should give you the minutes. Link to comment Share on other sites More sharing options...
Jokerine Posted June 22, 2016 Author Share Posted June 22, 2016 (edited) Hm... so how would I go about having this display as a message? Sorry if this is dumb but I had never tried to do this before :sad: EDIT: Seems like GetCurrentTime also exists? Perhaps that could be used as well. Edited June 22, 2016 by Jokerine Link to comment Share on other sites More sharing options...
Ladez Posted June 22, 2016 Share Posted June 22, 2016 Going off hlp's suggestion, I'd do it like this: short game_hour short game_mins begin onActivate set game_hour to GameHour set game_mins to (GameHour - game_hour) * 60 showMessage MessageWithTime, game_hour, game_mins end The variables being defined as short ensures that the decimal part is cut off, effectively flooring the value.The message text in MessageWithTime needs to contain two format specifiers for displaying the two variables. Here's an example: "The time is: %02.0f:%02.0f" This will show hours and minutes separated with a colon with leading zeroes for both if they're single-digit values.Breakdown of the format specifier:% - Every format specifier starts with a percentage sign.0 - First zero tells the game to use zeroes instead of spaces for unused digits.2 - This defines the "width" of the value. If there's not enough digits, it will use zeroes for padding..0f - Tells the game to show a floating point value with zero decimal places. Link to comment Share on other sites More sharing options...
Jokerine Posted June 22, 2016 Author Share Posted June 22, 2016 Coolio, thanks! I'll try this out in the evening to see how it fares :) Link to comment Share on other sites More sharing options...
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