Author Topic: onDay and onNight events  (Read 1098 times)

Before you post actually read the whole OP

I was thinking of a way to do onDay and onNight events

In the .daycycle file, you could put a comment function word where the day starts and where the night starts, which the onDay and onNight events would read

Example:

Code: [Select]

DAY
FRACTION 0
DIRECTCOLOR 1.000000 1.00000 1.00000 1.000000
AMBIENTCOLOR 1.000000 1.00000 1.00000 1.000000
SKYCOLOR 1.000000 1.00000 1.00000 1.000000
FOGCOLOR 1.000000 1.00000 1.00000 1.000000
SHADOWCOLOR 0.500000 0.50000 0.50000 1.000000
SUNFLARECOLOR 1.000000 1.00000 1.00000 1.000000

NIGHT
FRACTION 0.5
DIRECTCOLOR 0.000000 0.00000 0.00000 1.000000
AMBIENTCOLOR 0.000000 0.00000 0.00000 1.000000
SKYCOLOR 0.000000 0.00000 0.00000 1.000000
FOGCOLOR 0.000000 0.00000 0.00000 1.000000
SHADOWCOLOR 0.000000 0.00000 0.00000 1.000000
SUNFLARECOLOR 0.400000 0.40000 0.40000 1.000000

DAY tells the mod that it has become day, NIGHT tells the mod that it has become night

What do you think? Is this possible/a good way of doing it?
« Last Edit: August 11, 2012, 12:29:03 AM by Electrk »

There are 0 function callbacks in the day/night cycle system that we can modify and package
Impossibru

There are 0 function callbacks in the day/night cycle system that we can modify and package
Impossibru

Damn

Can you even have the game treat comments like actual script?

or it could be like dayStart(); and nightStart(); or something

This can be done. I intend to work on it. No one take my idea goddamnit.

This can be done. I intend to work on it. No one take my idea goddamnit.
Do it
And do it FAST

Or someone else will do it
Be sure...


But srsly I need this
For automatic street lights in a city

This can be done. I intend to work on it. No one take my idea goddamnit.

:D

This can be done. I intend to work on it. No one take my idea goddamnit.

Don't call it onday and onnight, they are too differently named.

Name them similarly, like Timeonnoon and Timeonmidnight, so they are together in the event list.  And add others like Timeon6am and Timeon6pm.  Any other integers are wanted but not needed.

... for starters i have to detect/work with time. this is not as easy as it sounds because of that ungodly automatic-update-on-change-value thing

Just so you guys know, all whitespace and comments are COMPLETELY ignored by the engine. It will treat these things as if they are not there. Now, if you are using torque to open a file that's a completely different story

Just so you guys know, all whitespace and comments are COMPLETELY ignored by the engine. It will treat these things as if they are not there. Now, if you are using torque to open a file that's a completely different story

changed the OP
« Last Edit: August 10, 2012, 06:49:55 PM by Electrk »



everything is ready for launch

all i have to do is make it fire the input events

and package it
and go

i even included modding callbacks for onDawn onNoon onDusk and onMidnight!


this stuff better turn loving default >:(