PlaneShifter 0 Posted November 26, 2001 I came up with a script that I'm going to use for a customized MP game type, where players fight over the entire island. I wanted the passing of time to speed up, so that during the course of the game several days will pass, allowing players to utilize night and day tactics. Just one argument, to set the delay. If you make the delay very small, you can watch your shadow crawl across the ground and watch the stars rotate at night! Stupideously simple, but it's fun. *** _waittime = _this select 0 #loop skiptime 0.001 ~_waittime goto "loop" *** - PlaneShifter - Share this post Link to post Share on other sites
Jason Alaska 0 Posted November 26, 2001 That sounds GREAT! I'm also working on a map fought over all of Mulden. It's a CnH map with each of 9 towns being the objectives. I can get you a copy if you think it could help you. What does this script do to things like the watch in game or the clock tower in the church? Does it too speed up to reflect the new time of day? How do I use this script? Where do I put it? Thanks alot! Share this post Link to post Share on other sites
PlaneShifter 0 Posted November 27, 2001 Sure, I'd like a copy! The watch reflects the time skipping--it looks pretty funny. Â I don't know about the clock towers, never noticed 'em, but I bet they're synced to the same variable that everything else uses to determine the time, so it should go fast too. Â Hehe ^_^ To use the script, put [] exec "timeskip.sqs" (if you named the script that) either in the player's init, or in a gamelogic unit. - PlaneShifter - (Edited by PlaneShifter at 3:30 am on Nov. 27, 2001) Share this post Link to post Share on other sites
DEMONIAC 0 Posted November 27, 2001 i have one question about this script if you use it in a MP mission and set the time for the map to end to 30 minuts will this cause the map to end earlyer then 30?? Share this post Link to post Share on other sites
PlaneShifter 0 Posted November 27, 2001 If you're using the "time" command to check the time elapsed since the beginning of the mission, then I think it *will* end earlier--you'll have to adjust your timelimit counter accordingly. Try testing it out in the mission editor. - PlaneShifter - Share this post Link to post Share on other sites
Jason Alaska 0 Posted November 27, 2001 I'll try it tonight. I'm also curious about speed of sound issues useing this script. Also useing this script with the random time of day script. I'll have a report tommorow. Share this post Link to post Share on other sites