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colonel_klink

Clock works in nogova

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Sorry for being stupidly late with this, but the clock is hard-coded to the "church" and "thing" simulation (when talking about static objects)

Anything with the minutova3 and hordnova3 selections will display the correct time when class as a church or thing object.

just add

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">simulation="church"; to the config and the clock will work on its own.

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Sorry for being stupidly late with this, but the clock is hard-coded to the "church" and "thing" simulation (when talking about static objects)

Anything with the minutova3 and hordnova3 selections will display the correct time when class as a church or thing object.

just add

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">simulation="church";

to the config and the clock will work on its own.

Thanks Deadmeat.

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np smile_o.gif

There is however, one problem with this.

If you use the Church simulation, the building will be indestrucatable (and it'll chime the time)

If you use the thing simulation, the building will bounce around when its shot/blown up (doesnt matter how heavy it is, it'll still bounce)

So you may be better off using the scripted clock anyway.

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np smile_o.gif

There is however, one problem with this.

If you use the Church simulation, the building will be indestrucatable (and it'll chime the time)

If you use the thing simulation, the building will bounce around when its shot/blown up (doesnt matter how heavy it is, it'll still bounce)

So you may be better off using the scripted clock anyway.

Yep added the simulation = church to my consulate building and it chimed its little head off smile_o.gif

You're right about the thing class. ever imagined a huge building bouncing its way across everon? Its a sight to behold biggrin_o.gif

Still a new church is in the wings on my hard drive..

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