well, watching skuggaveins tutorial did help me do what I wanted to do, but I still had to be a little creative.
this is what I wanted to do. I wanted the party to trigger a floor trigger that makes it become "eternal night". the game will stay in night time mode until a certain villain is defeated, at which time, dawn will finally come.
skuggs did not mention anything about keeping the time at a certain spot. maybe I'm making it more complicates as usual.
is there a way to just stop the game clock?
the way I worked it out was to put a script
Code: Select all
function eternalnight()
GameMode.setTimeOfDay(1.5)
end
and then I hooked a timer up to it with a timerInterval of 1 so that every time it ticks, the game clock gets reset to midnight.
sooo..i have a perpetually ticking clock running throughout my mod.
the villain has an onDie connector to deactivate the clock and set the time of day to a little after dawn, so it becomes dawn when they defeat him.
now one that that confuses me is how the objects work when the party is on a different map level.
so like, I put the script and the timer on the level they first encounter the villain
and i used skugg's "what time is it " script for debugging purposes to give me repeated hurPrints of the time to make sure it's working properly.
and I noticed that when i'm on the same map, the timer ticks every second but when i'm on another map, the timer only ticks once like every 80 seconds.
do game objects update more slowly when they are on a different map?
I noticed in the main campaign when you drop the rock down the hole in the ruins of desarunes, that it takes a few seconds before you hear that *click* and the door opens. there's a delay.
TL:DR
so i'm not asking how to make this work,
I have it working.
I'm asking how the objects work when they are off map.
Also wondering if there was a "better" way to make this work.