Rily Posted May 21, 2015 Share Posted May 21, 2015 There is a command to hide the map?, and there is a command to change the day? I mean a command to set a specific day, not just skip some days, is possible rewind the time? Link to comment Share on other sites More sharing options...
Corrosive Posted May 21, 2015 Share Posted May 21, 2015 You can't rewind time without reloading the last save. You can jump forward as much as you want like this:local TUNING = GLOBAL.TUNING -- REMOVE THIS LINE IF NOT USING IN MODMAIN!function GoDay(day_number, dont_ignore_player) local target_day = day_number * TUNING.TOTAL_DAY_TIME local world_age = GetWorld().components.age:GetAge() local time_diff = target_day - world_age if time_diff < 0 then return end LongUpdate(time_diff, not dont_ignore_player)end Link to comment Share on other sites More sharing options...
Rily Posted May 21, 2015 Author Share Posted May 21, 2015 You can't rewind time without reloading the last save. You can jump forward as much as you want like this:local TUNING = GLOBAL.TUNING -- REMOVE THIS LINE IF NOT USING IN MODMAIN!function GoDay(day_number, dont_ignore_player) local target_day = day_number * TUNING.TOTAL_DAY_TIME local world_age = GetWorld().components.age:GetAge() local time_diff = target_day - world_age if time_diff < 0 then return end LongUpdate(time_diff, not dont_ignore_player)endThanks, if I do this al the changes in the map will stay? Link to comment Share on other sites More sharing options...
Corrosive Posted May 21, 2015 Share Posted May 21, 2015 Thanks, if I do this al the changes in the map will stay? Huh? Not sure what you mean there. I did forget to mention though that when you use that function, the second parameter is optional, but if you pass it anything other than false or nil, the player will be affected by the change in time, similar to if you were to sleep in a tent. That means hunger will go down, etc. ex: GoDay(20, true) <-- player will be affected GoDay(20) <-- player will not be affected Link to comment Share on other sites More sharing options...
Rily Posted May 21, 2015 Author Share Posted May 21, 2015 Huh? Not sure what you mean there. I did forget to mention though that when you use that function, the second parameter is optional, but if you pass it anything other than false or nil, the player will be affected by the change in time, similar to if you were to sleep in a tent. That means hunger will go down, etc. ex: GoDay(20, true) <-- player will be affected GoDay(20) <-- player will not be affectedThat doesn't matters, I only want to reset the day counter without change the world Link to comment Share on other sites More sharing options...
Corrosive Posted May 21, 2015 Share Posted May 21, 2015 @Rily, Then you would need to store a value somewhere that signifies what point in time the new 'start' is, and override the day counter widget to display the number of days since that time. Edit-- though this wouldn't affect things that are based on the total amount of time that's gone by.... to also do that you would have to override the function(s) that gets the elapsed time... it's fairly involved. Link to comment Share on other sites More sharing options...
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