13.09.2011, 18:40
Title explains everything, I would like to have the gl_realtime filterscript but not as realtime i would like to have it as 1 minute is 1 hour.
TogglePlayerClock(playerid, 1);
Just toggle the ingame clock:
pawn Код:
It's just like single player time. No need for another fs. |
//
// Keeps the in game time synced to the server's time and
// draws the current time on the player's hud using a textdraw/
// (1 minute game-time = 1 second real world time)
//
// Kye 2009
#include <a_samp>
#pragma tabsize 0
//--------------------------------------------------
// Setup global variables
new ServerMinutes, ServerHours, Text:TimeDisplay, TimeString[32];
public OnFilterScriptInit()
{
TimeDisplay = TextDrawCreate(605.0, 25.0, "00:00");
TextDrawUseBox(TimeDisplay, 0);
TextDrawFont(TimeDisplay, 3);
TextDrawSetShadow(TimeDisplay, 0); // no shadow
TextDrawSetOutline(TimeDisplay, 2); // thickness 1
TextDrawBackgroundColor(TimeDisplay, 0x000000FF);
TextDrawColor(TimeDisplay, 0xFFFFFFFF);
TextDrawAlignment(TimeDisplay, 3);
TextDrawLetterSize(TimeDisplay, 0.5, 1.5);
// Start a timer that runs every second
SetTimer("ProcessGameTime", 1000, 1);
}
forward ProcessGameTime();
public ProcessGameTime()
{
// Increment the minute counter
ServerMinutes++;
// One hour has passed
if(ServerMinutes == 60)
{
// Reset the minutes to 0
ServerMinutes = 0;
// Increase the hours
ServerHours++;
// One day has passed
if(ServerHours == 24)
ServerHours = 0;
}
// Format the text to be shown on the textdraw
format(TimeString,32,"%02d:%02d", ServerHours, ServerMinutes);
TextDrawSetString(TimeDisplay, TimeString);
// Update the time for every player
for (new playerid; playerid < MAX_PLAYERS; playerid++)
{
// Check if the player is connected
if (IsPlayerConnected(playerid))
{
// Update the time for this player
SetPlayerTime(playerid, ServerHours, ServerMinutes);
}
}
}
public OnPlayerSpawn(playerid)
{
TextDrawShowForPlayer(playerid, TimeDisplay);
return 1;
}
public OnPlayerDeath(playerid, killerid, reason)
{
TextDrawHideForPlayer(playerid, TimeDisplay);
return 1;
}
// This callback gets called when a player disconnects from the server
public OnPlayerDisconnect(playerid, reason)
{
TextDrawHideForPlayer(playerid, TimeDisplay);
return 1;
}