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Tracking playing time
Phoroneus Offline
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Posts: 141
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Joined: Feb 2011
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#4
RE: Tracking playing time

If you want to go purely by scripts, you could theoretically set a 60-second timer that refreshes itself and increments a variable (e.g. "ClockTime"). Then, when you interact with the clock it could call for the variable to determine what time to display. This might end up becoming a really long script though, unless you managed to get the display time right from the variable instead of running it through extra_english.lang, since you'd need 60 minutes (times roughly two lines) per hour, and at least twelve if not twenty-four hours' worth of minutes to display the time via extra_english.

If you wanted to be really devious, you could set one timer to increment a variable (i.e. "ClockMinutes") for 0-59 and then reset, incrementing a second variable (i.e. "ClockHours") and setting "ClockMinutes" to zero. Once "ClockHours" reached 12 (or 24) it could also reset back to zero, effectively creating a clock out of .hps script.

Of course, how you'd implement the clock in a recognizable fashion into the game is another matter.

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08-09-2011, 08:08 PM
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Messages In This Thread
Tracking playing time - by Akasu - 08-09-2011, 04:28 PM
RE: Tracking playing time - by Your Computer - 08-09-2011, 04:40 PM
RE: Tracking playing time - by Apjjm - 08-09-2011, 06:21 PM
RE: Tracking playing time - by Phoroneus - 08-09-2011, 08:08 PM



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