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> ~[Kylock's Time System VX 1.5]~
Mecha
post May 24 2008, 05:41 AM
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Nice script Kylock smile.gif

I'm having one issue though where even though a map doesn't have [KTS] in it's name, it's still tinting the map. I've tried everything but it doesn't seem to budge in terms of staying light.

Any help with this issue would be appreciated.
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Dann Woolf
post May 24 2008, 02:20 PM
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Uh, nice script but I have one little question.

I'm using Dargor's Map Name Popup script, so if I use this script, on maps with [KTS] in the name the map name popup will probably say "Map Name [KTS]". Is there anyway to prevent this?
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Mecha
post May 24 2008, 04:19 PM
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QUOTE (Kylock @ May 8 2008, 10:50 PM) *
- The [KTS] that you put in your map names remains hidden to other scripts, like Map Name Popups and such.


Hopefully that answers your question.

Basically, half way through the script a call is made to not show the [KTS] part, therefore this works with any Map Popup Script.

I'm using the one you mentioned just fine smile.gif
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Dann Woolf
post May 25 2008, 04:28 AM
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Excellent! *air guitar solo*

Now, here's another question.

The script uses four switches for night, dawn, day, and sunset, right? But at the start of this thread Kylock makes a sample event using what I assume are not part of aforementioned quadret of switches.

Can't I just use the switches used by the script for events that only appear at certain times?

Also: I'd like to be able to change the bgs in certain areas depending on what time it is, how can I do this?

This post has been edited by Dann Woolf: May 25 2008, 04:38 AM
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Bt255
post May 25 2008, 08:09 AM
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QUOTE (Mecha @ May 24 2008, 08:55 AM) *
Nice script Kylock smile.gif

I'm having one issue though where even though a map doesn't have [KTS] in it's name, it's still tinting the map. I've tried everything but it doesn't seem to budge in terms of staying light.

Any help with this issue would be appreciated.


I'm having the same problem as you. Some of the inside of houses are tinted depending on the time, while others are not, and I only put [KTS] on the outdoor maps so can anyone tell me a solution for this problem? I'm only a noob at scripting but I have the basics to make it work. Thanks.

This post has been edited by Bt255: May 25 2008, 08:09 AM


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Dann Woolf
post May 27 2008, 03:44 AM
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QUOTE (Dann Woolf @ May 25 2008, 03:42 AM) *
Excellent! *air guitar solo*

Now, here's another question.

The script uses four switches for night, dawn, day, and sunset, right? But at the start of this thread Kylock makes a sample event using what I assume are not part of aforementioned quadret of switches.

Can't I just use the switches used by the script for events that only appear at certain times?

Also: I'd like to be able to change the bgs in certain areas depending on what time it is, how can I do this?
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Dann Woolf
post May 29 2008, 07:35 AM
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QUOTE (Dann Woolf @ May 27 2008, 02:58 AM) *
QUOTE (Dann Woolf @ May 25 2008, 03:42 AM) *
Excellent! *air guitar solo*

Now, here's another question.

The script uses four switches for night, dawn, day, and sunset, right? But at the start of this thread Kylock makes a sample event using what I assume are not part of aforementioned quadret of switches.

Can't I just use the switches used by the script for events that only appear at certain times?

Also: I'd like to be able to change the bgs in certain areas depending on what time it is, how can I do this?



While I hate double-posting, I really need to know this.
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maker2008
post May 29 2008, 02:44 PM
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thanks.gif

This post has been edited by maker2008: May 29 2008, 02:55 PM
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Dann Woolf
post May 30 2008, 06:50 AM
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Never mind, I changed my mind, I'm not using this script anymore.

This post has been edited by Dann Woolf: May 30 2008, 12:55 PM
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mystic0008
post May 31 2008, 09:11 AM
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Hi, I was just wondering if there was any reason why you included day names in the script? I must be blind or something 'cus i haven't actually seen them anywhere...anyway, it's not an urgent question I was just wondering, cheers.


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Kylock
post Jun 2 2008, 06:50 PM
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QUOTE (Dann Woolf @ May 25 2008, 07:42 AM) *
Excellent! *air guitar solo*

Now, here's another question.

The script uses four switches for night, dawn, day, and sunset, right? But at the start of this thread Kylock makes a sample event using what I assume are not part of aforementioned quadret of switches.

Can't I just use the switches used by the script for events that only appear at certain times?

Also: I'd like to be able to change the bgs in certain areas depending on what time it is, how can I do this?


Yes, the sample event in my first post was created before I added those switches to the script. They sure do make life easier, but I left the sample pictures there so that people could understand how the script works and can be used.


QUOTE (mystic0008 @ May 31 2008, 12:25 PM) *
Hi, I was just wondering if there was any reason why you included day names in the script? I must be blind or something 'cus i haven't actually seen them anywhere...anyway, it's not an urgent question I was just wondering, cheers.

No reason at all. You can use them if you want, as the day can be sent to a variable, but they really aren't used for anything important.


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mystic0008
post Jun 2 2008, 10:51 PM
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Ah, good to know. Now....I have a problem.

I am currently using your script and I am getting the weirdest problem, it doesnt matter wether I have put [KTS] in the map name, the map still gets auto-tinted and through testing I have found out that this only occurs if the start of the map name is a capital letter so if I made a map name Store it would auto tint but if it was store it wouldn't. I understand this sounds weird but it is happening, any help would be appreciated, cheers again.


__________________________
My Projects:
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Triumphant (Thrash Metal, I am the Lead Guitarist, Lead Vocalist, Lyricist and Composer)
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Into the Distance (Epic Rock, I am the Bassist and on a few songs the Lyricist and Composer)

Band of The Week:
Dethklok, listen to Duncan Hills Coffee Jingle, Hatredcopter and Murdertrain a Comin' (Plus the Deththeme if you want)!

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Kylock
post Jun 3 2008, 07:35 AM
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QUOTE (mystic0008 @ Jun 3 2008, 02:05 AM) *
Ah, good to know. Now....I have a problem.

I am currently using your script and I am getting the weirdest problem, it doesnt matter wether I have put [KTS] in the map name, the map still gets auto-tinted and through testing I have found out that this only occurs if the start of the map name is a capital letter so if I made a map name Store it would auto tint but if it was store it wouldn't. I understand this sounds weird but it is happening, any help would be appreciated, cheers again.



I'm unsure what the patten is, but capitol letters isn't it. I'm aware of the problem, but have no idea why it's happening. All my maps start with capitol letters, but it's only tinting one that it's supposed to. Changing the name of the map in any way seems to make it work, but I don't know what the problem is, since I can't seem to determine any sort of method or pattern to which maps are being tinted.

[edit]
Updated to 1.5

# 1.4 - Fixed Battle Test compatibility (simulates normal daylight for battle
# test instead of darkness).
# Now switches and variables will only update when the map loads so that
# events don't suddenly dissappear when their time is up.
# Added $kts_anti_tone - returns an inverse tone color to allow sprites
# to appear normally on a tinted screen.
# 1.5 - Rewrote the regexp that finds the [KTS] in the map name. Hopefully
# this resolves the wrong maps being tinted problem.


This post has been edited by Kylock: Jun 3 2008, 08:10 AM


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Mecha
post Jun 3 2008, 12:57 PM
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This is working great for me so far. Maps that would tint without permission no longer do so (without any need to change Map Name), nice one Kylock smile.gif

Funnily enough though, I did try the smaller case trick and it did work. I found that rather random, but a fix is a fix as they say.

Thanks again thumbsup.gif
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Kylock
post Jun 3 2008, 02:42 PM
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QUOTE (Mecha @ Jun 3 2008, 04:11 PM) *
This is working great for me so far. Maps that would tint without permission no longer do so (without any need to change Map Name), nice one Kylock smile.gif

Funnily enough though, I did try the smaller case trick and it did work. I found that rather random, but a fix is a fix as they say.

Thanks again thumbsup.gif


I'm glad to hear that it worked for someone other than myself. Due to the nature of the issue, it's hard to know weather or not it's really fixed until many people test it.


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mystic0008
post Jun 3 2008, 05:49 PM
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Ths new version is working fine now so good work with that.

A good script and thanks for making it Kylock,
cheers.


__________________________
My Projects:
Heartfelt: The Sorrow of Fumashia

My Most Non-Heinous Bands:
Triumphant (Thrash Metal, I am the Lead Guitarist, Lead Vocalist, Lyricist and Composer)
Domino Theory (Heavy Metal/Blues/Rock/Jazz/Whatever, I am the Lead Guitarist, Composer and Half-Lyricist)
Into the Distance (Epic Rock, I am the Bassist and on a few songs the Lyricist and Composer)

Band of The Week:
Dethklok, listen to Duncan Hills Coffee Jingle, Hatredcopter and Murdertrain a Comin' (Plus the Deththeme if you want)!

'Metal on my friends, metal on.'
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slayerofman
post Jun 8 2008, 07:20 AM
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QUOTE (Kylock @ May 19 2008, 08:51 PM) *
QUOTE (vavalar @ May 18 2008, 11:56 AM) *
When I load a saved game I get this message:

"Script 'Kylock's Time System VX 1.3' line 408: EOFError occured:

End of file reached"


Also, is it possible to edit when the time starts so it doesn't always start at night for a new game?


One more thing, whenever I open and close the menu after an autorun event, the event starts over.


The time is saved with your game. If you saved game was created before you installed the time system, then it doesn't have time. If that makes sense. Basically, only games started AFTER you added this script will work.

The settings for the time of day when the game starts is in the script. Look for:
CODE
  START_HOUR = 0

I will look into the autorun thing.

QUOTE (slayerofman @ May 18 2008, 03:04 PM) *
I'm sure this script works amazingly, though i can't get mine to operate. I get an error every time i try to test play. I don't think i'm putting it in the right place... you said that i would have to put it after battle backgrounds, and before CMS. i don't think i have either, or i'm not looking in the right places. So, i tried to put it in the script editor, under game objects. and i named it Game_Time (see SS). maybe a little help here?


Put it after materials and above main. ANY script you add should be in this place. What you call it is only for your own reference, so Game_Time or whatever, that part won't matter.


sorry it took so long to reply. I eventually found that out, but thanks for the push in the right direction!
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bausa
post Jun 9 2008, 12:36 AM
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I put the script into my game and everything seems to be working great. I have a time clock in my menu that goes to the pace and time I set it at. However, I am not seeing any change in the screen. Am I missing a step here? How do I get the screen to change?
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Kylock
post Jun 9 2008, 06:40 PM
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QUOTE (bausa @ Jun 9 2008, 03:50 AM) *
I put the script into my game and everything seems to be working great. I have a time clock in my menu that goes to the pace and time I set it at. However, I am not seeing any change in the screen. Am I missing a step here? How do I get the screen to change?

The only thing that would prevent the screen tone from changing is if you changed
CODE
  USE_TONE = true

or if you didn't put [KTS] in the name of your outdoor maps.


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Da Bee
post Jun 10 2008, 09:45 AM
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Is it possible to have certain events happen depending on what day it is, rather than what time it is?

Also, when I go to the left or right on my screen, I often see something... like a wave moving up the screen. And it keeps happening, ever since I installed this system. Any ideas on what's causing it?

And one final thing; any events I create using the day/night system, they don't update unless I pause and then unpause. It's kinda annoying that in order for the night lamps to switch on I have to pause the game. Speaking of which, is there also a way to stop time when you pause the game?

This post has been edited by Da Bee: Jun 11 2008, 07:50 AM
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