31.12.2013, 11:37
Yeah you are right, the time really moves by itself in seconds, it's been a long long time since I last played 
The only problem I noticed is that you didn't removed the milliseconds from the tickcount
But I don't know why your clocks moves so fast
Since this isn't natural it is caused by a script (gamemode, filterscript, include ?)
Also this code needs to be in OnPlayerSpawn because if you die the time moves 8 hours in the future
Edit: Just noticed another thing, if you pause the game the clock stops, I think its better if you update it manually in a timer each second

The only problem I noticed is that you didn't removed the milliseconds from the tickcount
pawn Code:
new count = tickcount(); // lets say this is 5321 - 5 seconds 321 milliseconds
count = count%1440000; // thats far less than that so it stays
SetPlayerTime(playerid,count/60,count%60); // result = 88 and 41
//
new count = (tickcount() / 1000) % 1440; // 5321 / 1000 => 5, or just (gettime() % 1440)
SetPlayerTime(playerid,count/60,count%60); // 0 and 5
Since this isn't natural it is caused by a script (gamemode, filterscript, include ?)
Also this code needs to be in OnPlayerSpawn because if you die the time moves 8 hours in the future
Edit: Just noticed another thing, if you pause the game the clock stops, I think its better if you update it manually in a timer each second

