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EVENTALIST
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#1 Dynamic Time System Empty Dynamic Time System
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mr_wiggles

mr_wiggles
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Wiggles Dynamic Time System
Version: 2.1
Author: Mr Wiggles
Date: Feb. 4, 2012

Version History


  • Version 2.0 (8/4/11) - Initial release
  • Version 2.1 (2/4/12) - Fixed bug with pause [Thanks supercow and mely]


Planned Future Versions

  • None that I can think of.


Description


Allows for the concept of time passage in your game and a feel of more realism.


Features

  • Random Weather Creation
  • Advanced Time Controls
  • Forecasting Display System


Instructions
Paste above main and below the default scripts. Follow the instructions in the script header.

Script


Code:

#==============================================================================
#                  ** Wiggles Dynamic Time System **
#==============================================================================
# Created by: Mr_Wiggles
# Version 2.1
# 2/4/12
#==============================================================================
#                          Instructions:
#==============================================================================
#  - To change the weather call script with the following:
#        weather(type, power, transition)
#
#      Weather Power:                  Weather Types:
#        An integer from 0-50.          0 - clear
#        0  = no weather                1 - rain
#        50 = 500 sprites                2 - storm
#                                        3 - snow
#      Transition:                        4 - hail
#        The number of frames to        5 - blizzard
#        change the weather in.          6 - falling ash
#---------------------------------------------------------------------------
#  - Show the forcast call script with the following:
#        show_forcast
#---------------------------------------------------------------------------
#  - Advance clock for sleeping time.
#        inn_rest(wake_hour = 6)
#
#      wake_hour = Hour to move the clock to.
#---------------------------------------------------------------------------
#      inn_time = What time to wake the player.
#
#  - Defign an outside map by using " [out] " in your map name.
#---------------------------------------------------------------------------
#  - Change time with a script call with the following:
#          set_time("key", amount)
#
#        amount = 0 <=> inf    key = Change code
#          must not be < 0    "m" - Minutes
#                              "h" - Hours
#                              "d" - Days
#---------------------------------------------------------------------------
#    - Pause and un-Pause time with a script call with the following:
#          pause_time
#
#        Will toggle when called:  i.e.
#              "pause_time" = time stoped
#              "pause_time" = time started
#---------------------------------------------------------------------------
#    - Check time by a script call with the following:
#          check_time("string")
#
#        stirng = Time or range or time as a string.  ex.
#            "10:30 - 5:00" or "5:30 - 20:45" or "17:00"
#              am      am        am    8:45pm    5:00pm
#===============================================================================
USE_HUD        = true # Show time on map.
TIMEPOS        = [0, 0] # Location of the time HUD. [x pos, y pos]
WEATHER_SWITCH = 1    # Switch that enables weather.
MSG_WIN_PAUS  = true # Pause time when showing text.
WEATHER        = [2, 6, 15]
# [min days between weather, max days between weather, max hour run time]
#===============================================================================
class Game_Time
  attr_accessor :manual_tone, :time_stoped
  attr_reader  :rand_weather
#===============================================================================
#                      ** CONFIG **
#===============================================================================
  def initialize
    start_hour, start_min = 10,24 # 10:24am  |  20,24 = 10:24pm
    #-------------------
    @times = [[ 531, 730], # Morning  5:31am - 7:30am
              [ 731,1730], # Day      7:31am - 5:30pm
              [1731,1930], # Evening  5:31pm - 7:30pm
              [1931, 530]] # Night    7:31pm - 5:30am
    @colors = [[  10,  -25, -60, 130], # Morning    [RRR, GGG, BBB, Grey]
              [  9 ,    6,  3, 100], # Day        RGB  (-255  <=>  255)
              [ -68, -136, -34, 115], # Evening    Grey (0 - 255)
              [-185, -120, -50, 175]] # Night
    @duration = 100 # Transition time between tints.
    #-------------------
    @weather = [[ -92,  -60, -25, 150],  # rain        Weather tints are set up
                [-185, -120, -50, 150],  # storm        the same as time tints.
                [  65,  60,  70, 150],  # snow
                [ -92,  -60, -25, 150],  # hail        Use nil for no tone used.
                [ 100,  100, 100, 150],  # blizzard
                [ -60,  -60, -60, 150]]  # falling ash
    #-------------------
    @day_name = ["Sunday", "Monday", "Tuesday", "Wednesday", "Thursday",
      "Friday", "Saturday"]  # Weekday names; as many as you want.
    #-------------------
    # Variables used for time factors.  Use nil for no variable tie.
    @varids = [  1  ,      2    ,      3    ,      4    ]
            # [day nam, clock hour, clock minute, total days]
            # For use with time factored conditional branches. (shops, missions)
#===============================================================================
#                      ** END_CONFIG **
#-------------------------------------------------------------------------------
# Edditing anything bellow this point may cause an error with the script, it
# is advised that you don't edit anything past this point unless you are
# familar with script snipts.
#===============================================================================
    @game_time_offset = (start_hour * 60) + start_min
    @time_stoped, @manual_tone = false, false
    @clock_minutes, @clock_hours, @total_days = 0, 0, 0
    @fake_mins, @update_wait = 0, 0
    @rand_weather = nil
    #-------------------
    @weather.unshift(nil)
  end
  #---------------------------------------------------------------------------
  def update(instant = false)
    return if $game_switches.nil?
    # make random weather
    if $game_switches[WEATHER_SWITCH]
      @rand_weather = create_random if @rand_weather.nil?
      if clock_time == @rand_weather[0]
        w = @rand_weather[2]
        $game_screen.weather(w[0], w[1], 150)
      end
      rdays, rhrs, rmins = @rand_weather[1]
      if (clock_time[0] >= rdays and clock_time[1] >= rhrs and
          clock_time[2] >= rmins)
        $game_screen.weather(0, 0, 150)
        @rand_weather = nil
      end
    elsif !@rand_weather.nil?
      $game_screen.weather(0, 0, 150)
      @rand_weather = nil
    end
    # time update
    if @update_wait != 0 and !instant; @update_wait -= 1 ; return; end
    @update_wait = 40
    return if (MSG_WIN_PAUS and $game_temp.message_window_showing)
    # update time
    @fake_mins += 1 if !@time_stoped
    # Calculate total number of seconds
    total_min = @fake_mins + @game_time_offset 
    # Calculate seconds, minutes, hours and days
    @clock_minutes, @clock_hours  = total_min % 60, (total_min / 60) % 24
    @total_days = total_min / 1440
    # Makes Hours and Min together for more "random" tone changes.
    @half_hours = (@clock_hours * 100) + (@clock_minutes % 60)
    # Update Game Variables
    $game_variables[@varids[0]] = today_name    unless @varids[0].nil?
    $game_variables[@varids[1]] = @clock_minutes unless @varids[1].nil?
    $game_variables[@varids[2]] = @clock_hours  unless @varids[2].nil?
    $game_variables[@varids[3]] = @total_days    unless @varids[3].nil?
    # update screen tint
    return if @manual_tone
    set_tone(instant, $game_screen.weather_type)
  end
  #---------------------------------------------------------------------------
  def set_tone(instant, wtone = 0)
    if $data_map[$game_map.map_id].outside?
      dur = instant ? 0 : @duration
      if wtone.to_i > 0 and !@weather[wtone.to_i].nil?
        c1, c2, c3, c4 = @weather[wtone]
        $game_screen.start_tone_change(Tone.new(c1,c2,c3,c4), dur)
      else
        if @half_hours >= @times[3][0] or @half_hours <= @times[3][1]
          c1, c2, c3, c4 = @colors[3]
        elsif @half_hours >= @times[0][0] and @half_hours <= @times[0][1]
          c1, c2, c3, c4 = @colors[0]
        elsif @half_hours >= @times[1][0] and @half_hours <= @times[1][1]
          c1, c2, c3, c4 = @colors[1]
        elsif @half_hours >= @times[2][0] and @half_hours <= @times[2][1]
          c1, c2, c3, c4 = @colors[2]
        end
        $game_screen.start_tone_change(Tone.new(c1,c2,c3,c4), dur)
      end
    end
  end
  #--------------------------------------------------------------------------- 
  def today_name
    return @day_name[@total_days % @day_name.size]
  end
  #---------------------------------------------------------------------------
  def game_days
    return @total_days.to_s
  end
  #---------------------------------------------------------------------------
  def time
    return if @clock_hours.nil?
    tag  = @clock_hours > 12 ? " PM" : " AM"
    hour = @clock_hours > 12 ? @clock_hours - 12 : @clock_hours
    hour += 1 if hour == 0
    return sprintf("#{hour}:" + "%02d" + tag, @clock_minutes)
  end
  #---------------------------------------------------------------------------
  def clock_time
    return [@total_days, @clock_hours, @clock_minutes]
  end
  #---------------------------------------------------------------------------
  def inn_rest(wake_hour)
    if @clock_hours != wake_hour
      total_mins = ((24 - @clock_hours) + wake_hour) * 60
    else
      total_mins = 1440
    end
    total_mins -= @clock_minutes if @clock_minutes > 0
    @game_time_offset += total_mins
  end
  #---------------------------------------------------------------------------
  def set_time(tag, val)
    val = 0 if val < 0
    case tag
    when "m" then @game_time_offset += val
    when "h" then @game_time_offset += val * 60
    when "d" then @game_time_offset += val * 1440
    end
  end
  #--------------------------------------------------------------------------   
  def create_random
    time = $game_time.clock_time
    min, max, mh = WEATHER
    start_time  = [time[0] + (rand(max) + min), rand(24), rand(60)]
    weather    = [(rand(3) + 1), rand(50)]
    weather[0] += 1 if weather[0] == 3
    mh = mh > 24 ? 24 : mh
    stop_hour  =  start_time[1] + rand(mh)
    stop_min    = (start_time[2] + rand(60)) % 60
    next_day    = (stop_hour >= 24)
    stop_day    = next_day ? start_time[0] + 1 : start_time[0]
    stop_hour  %= 24
    end_time    = [stop_day, stop_hour, stop_min, next_day]
    return [start_time, end_time, weather]
  end
end
#==============================================================================
class Game_Map
  alias :game_time_set :setup
  def setup(*args)
    game_time_set(*args)
    return if $game_time.nil?
    $game_time.update(true)
  end 
end
#==============================================================================
class Scene_Map
  alias :gtime_main :main
  def main
    if USE_HUD
      @gtime_hud = Window_PlayTime.new
      @gtime_hud.x = TIMEPOS[0] - 16
      @gtime_hud.y = TIMEPOS[1] - 16
      @gtime_hud.opacity = 0
    end
    $game_time.update(true) unless $game_time.nil?
    gtime_main
    @gtime_hud.dispose if USE_HUD
  end
  #--------------------------------------------------------------------------
  alias :game_time_up :update
  def update
    game_time_up
    return if $game_time.nil?
    $game_time.update
    @gtime_hud.update if USE_HUD
  end 
end
#==============================================================================
class RPG::MapInfo
  def name
    return @name.gsub(/\[out\]/) {""}
  end
  def outside?
    return @name.scan(/\[out\]/).size > 0
  end
end
#===============================================================================
module RPG
class Weather
  attr_reader :max
  attr_reader :ox
  attr_reader :oy
#-------------------------------------------------------------------------- 
  def initialize(viewport = nil)
    @type, @max, @ox, @oy, @count = 0, 0, 0, 0, 0
    @current_pose, @info, @countarray, @sprites = [], [], [], []
    make_bitmaps
    for i in 1..500
      sprite = Sprite.new(viewport)
      sprite.z = 1000
      sprite.visible = false
      sprite.opacity = 0
      @sprites.push(sprite)
      @current_pose.push(0)
      @info.push(rand(50))
      @countarray.push(rand(15))
    end
  end
#--------------------------------------------------------------------------
  def type
    return @type
  end
#--------------------------------------------------------------------------
  def type=(type)
    return if @type == type
    @type = type
    case @type
    when 1 then bitmap = @rain_bitmap  # rain
    when 2 then bitmap = @storm_bitmap # storm
    when 3 then bitmap = @snow_bitmap  # snow
    when 4 then bitmap = @hail_bitmap  # hail
    when 5 then bitmap = @snow_bitmap  # blizzard
    when 6 then bitmap = @ash_bitmaps[rand(@ash_bitmaps.size)] # falling ash
    else
      bitmap = nil
    end
    @thunder = (@type == 2)
    for i in 1..500
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= @max)
        sprite.bitmap = bitmap
      end
    end
  end
#--------------------------------------------------------------------------   
  def update
    # update sprites
    return if @type == 0
    for i in 1..@max
      sprite = @sprites[i]
      break if sprite.nil?
      # check if player is out side.
      if $data_map[$game_map.map_id].outside?
        case @type
        #----------------------------------------------------
        # rain
        when 1
          sprite.x -= 2
          sprite.y += 16
          sprite.opacity -= 8
        #----------------------------------------------------
        # storm
        when 2
          sprite.x -= 8
          sprite.y += 16
          sprite.opacity -= 12
          if @thunder and (rand(50000 - @max) == 0)
            $game_screen.start_flash(Color.new(255, 255, 255, 255), 5)
            Audio.se_play("Audio/SE/061-Thunderclap01")
          end
        #----------------------------------------------------   
        # snow
        when 3
          sprite.x -= 2
          sprite.y += 8
          sprite.opacity -= 8
        #----------------------------------------------------     
        # hail
        when 4
          sprite.x -= 1
          sprite.y += 18
          sprite.opacity -= 15
        #----------------------------------------------------     
        # blowing snow
        when 5
          sprite.x -= 10
          sprite.y += 6
          sprite.opacity -= 4
        #----------------------------------------------------     
        # ash
        when 6
          sprite.y += 2
          case @countarray[i] % 3
          when 0
            sprite.x -= 1
          when 1
            sprite.x += 1
          end
        end
      #----------------------------------------------------
      # out side check     
      else   
        sprite.visible = false
      end
      x = sprite.x - @ox
      y = sprite.y - @oy
      if sprite.opacity < 64 or x < -50 or x > 750 or y < -300 or y > 500
        sprite.x = rand(800) - 50 + @ox
        sprite.y = rand(800) - 200 + @oy
        sprite.opacity = 255
      end
    end
  end
#--------------------------------------------------------------------------   
  def dispose
    @sprites.each{|s| s.dispose}
    @rain_bitmap.dispose
    @storm_bitmap.dispose
    @snow_bitmap.dispose
    @hail_bitmap.dispose
    @ash_bitmaps.each{|s| s.dispose}
  end
#--------------------------------------------------------------------------   
  def ox=(ox)
    return if @ox == ox
    @ox = ox
    @sprites.each{|s| s.ox = @ox}
  end
#--------------------------------------------------------------------------   
  def oy=(oy)
    return if @oy == oy
    @oy = oy
    @sprites.each{|s| s.oy = @oy}
  end
#--------------------------------------------------------------------------   
  def max=(max)
    return if @max == max
    @max = [[max, 0].max, 500].min
    for i in 1..500
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= @max)
      end
    end
  end
#--------------------------------------------------------------------------   
  def make_bitmaps
    # Colors
    blueGrey    = Color.new(215, 227, 227, 150)
    fade_white  = Color.new(255, 255, 255, 128)
    grey        = Color.new(214, 217, 217, 150)
    lightBlue    = Color.new(222, 239, 243, 250)
    lightGrey    = Color.new(233, 233, 233, 250)
    white        = Color.new(255, 255, 255, 255)
    #--------------------------------------------------
    # Rain bitmap
    @rain_bitmap = Bitmap.new(7, 56)
    for i in 0..6
      @rain_bitmap.fill_rect(6-i, i*8, 1, 8, white)
    end
    #--------------------------------------------------
    # Storm bitmap
    @storm_bitmap = Bitmap.new(34, 64)
    for i in 0..31
      @storm_bitmap.fill_rect(33-i, i*2, 1, 2, fade_white)
      @storm_bitmap.fill_rect(32-i, i*2, 1, 2, white)
      @storm_bitmap.fill_rect(31-i, i*2, 1, 2, fade_white)
    end
    #--------------------------------------------------
    # Snow bitmap
    @snow_bitmap = Bitmap.new(6, 6)
    @snow_bitmap.fill_rect(0, 1, 6, 4, white)
    @snow_bitmap.fill_rect(1, 0, 4, 6, fade_white)
    @snow_bitmap.fill_rect(1, 2, 4, 2, white)
    @snow_bitmap.fill_rect(2, 1, 2, 4, white)
    #--------------------------------------------------
    # Hail bitmap
    @hail_bitmap = Bitmap.new(4, 4)
    @hail_bitmap.fill_rect(1, 0, 2, 1, blueGrey)
    @hail_bitmap.fill_rect(0, 1, 1, 2, blueGrey)
    @hail_bitmap.fill_rect(3, 1, 1, 2, grey)
    @hail_bitmap.fill_rect(1, 3, 2, 1, grey)
    @hail_bitmap.fill_rect(1, 1, 2, 2, lightGrey)
    @hail_bitmap.set_pixel(1, 1, lightBlue)
    #-------------------------------------------------- 
    # Ash bitmaps
    @ash_bitmaps = []
    @ash_bitmaps[0] = Bitmap.new(3, 3)
    @ash_bitmaps[0].fill_rect(0, 1, 1, 3, lightGrey)
    @ash_bitmaps[0].fill_rect(1, 0, 3, 1, lightGrey)
    @ash_bitmaps[0].set_pixel(1, 1, white)
    @ash_bitmaps[1] = Bitmap.new(3, 3)
    @ash_bitmaps[1].fill_rect(0, 1, 1, 3, grey)
    @ash_bitmaps[1].fill_rect(1, 0, 3, 1, grey)
    @ash_bitmaps[1].set_pixel(1, 1, lightGrey)
  end
end
end
#===============================================================================
class Interpreter
  def command_236
    $game_screen.weather(@parameters[0], @parameters[1] * 5, @parameters[2])
    return true
  end
  #--------------------------------------------------
  def command_223
    tone = @parameters[0]
    $game_time.manual_tone = (tone != Tone.new(0,0,0,0))
    if $game_time.manual_tone or tone == Tone.new(0,0,0,0)
      $game_screen.start_tone_change(tone, @parameters[1] * 2)
    end
    return true
  end
  #--------------------------------------------------
  def show_forcast
    forcast = $game_time.rand_weather
    if forcast.nil?
      string = "forcast was not made."
    else
      time    = $game_time.clock_time
      start  = forcast[0]
      endd    = forcast[1]
      weather = forcast[2]
      sd = start[0] - time[0]
      sm = start[2] > 10 ? start[2] : "0#{start[2]}"
      wt = weather[0] == 1 ? "Rain" : weather[0] == 2 ? "Storm" : "Hail"
      ws = weather[1] < 15 ? "Light" : weather[1] < 35 ? "Mild" : "Strong"
      em = endd[2] > 10 ? endd[2] : "0#{endd[2]}"
      st = start[1] > 12 ? "pm" : "am"
      sh = start[1] > 12 ? start[1] - 12 : start[1] == 0 ? 12 : start[1]
      et = endd[1]  > 12 ? "pm" : "am"
      eh = endd[1]  > 12 ? endd[1] - 12 : endd[1] == 0 ? 12 : endd[1]
      dt = sd > 1 ? "In #{sd} Days" : sd > 0 ? "In #{sd} Day" : "Today"
      more = " the next day" if endd[3]
      string = "#{dt} at #{sh}:#{sm}#{st}, #{ws} #{wt} " +
              "which is \nexpected to end at #{eh}:#{em}#{et}#{more}."
    end
    @message_waiting = true
    $game_temp.message_text = string
    $game_temp.message_proc = Proc.new { @message_waiting = false }
  end
  #--------------------------------------------------
  def weather(type, power, transition)
    $game_screen.weather(type, power, transition)
  end
  #--------------------------------------------------
  def set_time(tag, val)
    $game_time.set_time(tag, val)
  end
  #--------------------------------------------------
  def pause_time
    $game_time.time_stoped = ($game_time.time_stoped ? false : true)
    return true
  end
  #--------------------------------------------------
  def check_time(string)
    times = string.split(" - ")
    dys, hrs, min = $game_time.clock_time
    if times.size == 2
      t1, t2 = times[0].split(":"), times[1].split(":")
      if t1[0].to_i >= t2[0].to_i
        return false if (t1[0].to_i < hrs and t2[0].to_i > hrs)
        if hrs == t1[0].to_i
          return (t1[1].to_i <= min)
        elsif hrs == t2[0].to_i
          return (t2[1].to_i >= min)
        else
          return true
        end
      else
        return false if (t1[0].to_i > hrs and t2[0].to_i < hrs)
        if hrs == t1[0].to_i
          return (t1[1].to_i >= min)
        elsif hrs == t2[0].to_i
          return (t2[1].to_i <= min)
        else
          return true
        end
      end
    else
      t = times[0].split(":")
      return (t[0].to_i == hrs and t[1].to_i == min)
    end
    return false
  end
  #--------------------------------------------------------------------------
  def inn_rest(wake_hour = 6)
    $game_time.inn_rest(wake_hour)
  end
end
#===============================================================================
class Scene_Title
  alias :gtime_main :main
  def main
    $data_map  = load_data("Data/MapInfos.rxdata")
    gtime_main
  end
  #--------------------------------------------------------------------------
  alias :gtime_new :command_new_game
  def command_new_game
    gtime_new
    $game_time = Game_Time.new
  end
end
#===============================================================================
class Scene_Save < Scene_File
  alias :gtime_save :write_save_data
  def write_save_data(file)
    gtime_save(file)
    Marshal.dump($game_time, file)
  end
end
#==============================================================================
class Scene_Load < Scene_File
  alias :gtime_read :read_save_data
  def read_save_data(file)
    gtime_read(file)
    $game_time = Marshal.load(file)
  end
end
#==============================================================================
class Window_PlayTime < Window_Base
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, $game_time.today_name, 1)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_time.time, 2)
  end
  #--------------------------------------------------------------------------
  def update
    super
    return if $game_time.time == @oldtime
    @oldtime = $game_time.time
    refresh
  end
end

Demo 2.0 *Outdated*

Support


Post any problems you may run into or suggestions for a future update here.

Known Compatibility Issues
None that i know of.


Restrictions
Do not post this on any other forum without my permission.
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#2 Dynamic Time System Empty Re: Dynamic Time System
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G@MeF@Ce

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thanks for sharing wiggles!

this script packs a lot of punch!

time > day > light > dark

weather particles > (no graphics = script drawn)

even a forecast!? and a system for indoors and outdoors... wowzers!

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BluE

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Top stuff wiggles
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NuKa_BuBble

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Wonderful again! Just an error, the line 530.

Code:
  def pause_time
    $game_time.paused = !$game_time.paused
  end

The pause return an error.
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mr_wiggles

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More specific, whats the error say?
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NuKa_BuBble

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Dynamic Time System Wiggle10
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Plushmonkee

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Dynamic Time System Owch10


I got this error when I entered the tent... Question
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mr_wiggles

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@plush- is this in your game? what kind of scripts do you have along with this one? I cant re create this error. :\

@supercow- Think its fixed now.

[edit]
@plush- I Think i fixed it in the update, what was happening is that Time class was being created after the Temp class. Might have fixed if not i'll need more details.
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mely

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still the same error =/
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mr_wiggles

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*updated*

Sorry, Been really busy lately.

[mely]- error that plush had or with the time.pause?
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