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14 réponses à ce sujet

#1
Barnabas2

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Again I have a problem, I can´t understand. In my module I set everything needed for a day/night cycle. There is no problem with the exterior maps, but the interior maps do not use the day/night cycle. I checked use day/night cycle in the properties of every area.
When I start the module and enter an interior map, theres no change in the clock. It always stays on the 13th hour. I set 2 mins per hour, but neither the sun on the clock moves nor the hour changes. What did I do wrong?

EDIT: After another testrun, I noticed that the clock stands still on the exterior maps either. What do I have to do, to let the clock run again? Also I noticed, that the clock runs to the current time, when I change the area, but then it stands still, until the player changes the area again.

Modifié par Barnabas2, 16 octobre 2011 - 11:11 .


#2
kamal_

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You're not changing something in the default module scripts are you? I've never heard of what you describe, but I'd imagine the default module scripts do things like initialize the time so it can run. 13:00 is the default start time by the way.

#3
Barnabas2

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I tried to create a test module, but there I do not even have the clock in the lower left screen - I mean the clock from MotB that shows the current hour and the sunset. How do I set the clock? I remembered, that I never did anything special to have the clock.... But I like the clock would like to have it, functionally in my modules.
Yes, I did something on the modulescripts. I included a food system to the module, and that requires a onheartbeat script to the module - but before I set the script, there was no script before.

#4
kamal_

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does this happen when you make an otherwise empty module (you'll want to put a tree in an exterior area, shadows are the easiest way to see the passage of time.)

#5
Barnabas2

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It´s really annoying. One time I test the module, the clock runs,and another time not. I use the leg_spawn Plugin to let people spawn, or vanish at specified times of the day. Unfortunally, when the clock does not run, the spawns do not work neither.
What I really cannot understand, is why on one test the clock runs, and another time not, without any changes before.

#6
The Fred

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I've never tried to use lighting cycles on interior areas, but in my experience the clock works more or less fine. How are you checking the time, by the way?

#7
M. Rieder

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I am baffled by this problem. I have never experienced it either. I'll be interested to know what the cause is.

#8
rjshae

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Maybe something is corrupted in the module save? Perhaps try a mass export and then import it into a new module and see if it works. That has sometimes helped me resolve quirky behavior.

#9
Barnabas2

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The Fred wrote...

I've never tried to use lighting cycles on interior areas, but in my experience the clock works more or less fine. How are you checking the time, by the way?


Usually I check the time by the clock:

Here

Modifié par Barnabas2, 16 octobre 2011 - 05:43 .


#10
M. Rieder

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I don't know if I've ever really looked for that clock. Huh.... Nice pirate flag in the background, by the way. Is that community content or is it stock?

#11
Barnabas2

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M. Rieder wrote...

I don't know if I've ever really looked for that clock. Huh.... Nice pirate flag in the background, by the way. Is that community content or is it stock?


It should be an original placeable.
The clock comes from MotB - was important for the spiriteater.  If you want the clock in your module, just apply this:

#include "ginc_time"

void main ()
{
    SetClockOnForAllPlayers(TRUE);
}   

to your ClientEnter script in the module properties.

#12
kamal_

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M. Rieder wrote...

I don't know if I've ever really looked for that clock. Huh.... Nice pirate flag in the background, by the way. Is that community content or is it stock?

It's stock, from soz.

#13
The Fred

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Oh yeah I think I remember the clock now. Hmm. I was just wondering whether it might be that which had the problem, but it doesn't seem likely.

#14
Lugaid of the Red Stripes

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I think the problem isn't the clock, the fact that it's blinking 1:00 is a second, unrelated problem.
When you have an area, like an interior, that doesn't initially have a day/night cycle, you don't have all the default settings listed out, instead, you have 'default' and 'sunrise' listed 7 times. Just clicking the day/night box doesn't fix this. Instead, you have to click the box, close the area, re-open it, and import a full set of day/night settings.

#15
Barnabas2

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I fixed the problem by adding the SetClockOnForAllPlayers(TRUE) - command the the onHeartbeat script I use.