A print statement creates a message in the output.
where is the script, what type of script is it, is the bloom enabled
It is a server script. It just changes the brightness. Doesnât do anything to the bloom.
i think ima just give up at this point cause ive tried 300 billion quadrillion scripts and it just doesnt wanna work
local bloom = game.Lighting.BloomEffectHere
local defaultintense = 5
local defaultthreshold = 0.8
game.Lighting:GetPropertyChangedSignal("ClockTime"):Connect(function()
if game.Lighting:GetMinutesAfterMidnight() > 6 * 60 then
bloom.Intensity = 0
bloom.Threshold = 0
end
if game.Lighting:GetMinutesAfterMidnight() > 18 * 60 then
bloom.Intensity = defaultintense
bloom.Threshold = defaultthreshold
end
end)
good idea ill try that but im gonna have to ask the question again where is the script, what type of script is it
It changes the intensity of the bloom. It is a server script. Can be placed: Workspace/ServerScriptService.
Iâm probably going to get flagged again, but no one needs your copy doggo.
can it also include a threshold one too? this is the settings and clearly even at one it looks like no bloom but just extremely bright
I edited the scriptâŚ-------------------------------
local bloom = game.Lighting.lvrpbloom
local disabletime = 6.2
local enabletime = 17.8
local clocktimestorage = game.Lighting.ClockTime
game.Lighting:GetPropertyChangedSignal("ClockTime"):Connect(function()
if game.Lighting.ClockTime >= disabletime and clocktimestorage < disabletime then
bloom.Enabled = false
elseif game.Lighting.ClockTime >= enabletime and clocktimestorage < enabletime then
bloom.Enabled = true
end
clocktimestorage = game.Lighting.ClockTime
end)
Try this and see if you run into any issues. Here I compare the previous ClockTime to the current ClockTime to see if the time was passed. This isnât perfect (it doesnât account for large timeskips), but Iâm currently unaware of a better way to do this.
alrighty then ill check it out and see how it does
I made a capital mistake. Try again if does not work.
nadda. even with the edited script sigh
i am seeing something but its related to my car, whenever i change the time with adonis it brings this up in output every time
Thatâs unrelated and you can ignore that for now. Please try my solution, as it should work as long as you donât do large timeskips, and I even tested it to make sure.
where is the script placed, what type of script� and when you tested it was the bloom enabled
This should work.
local bloom = game.Lighting.BloomEffectHere -- Choose
local no_bloom_time = 6.2
local bloom_time = 17.8
local __CurrentClockTime__ = game.Lighting.ClockTime
local defaults = {
Threshold = 0.8, -- Choose
Intensity = 5, -- Choose
}
game.Lighting:GetPropertyChangedSignal("ClockTime"):Connect(function()
__CurrentClockTime__ = game.Lighting.ClockTime
if game.Lighting.ClockTime >= no_bloom_time and __CurrentClockTime__ < no_bloom_time then
bloom.Intensity = 0
bloom.Threshold = 0
elseif game.Lighting.ClockTime >= bloom_time and __CurrentClockTime__ < no_bloom_time then
bloom.Intensity = defaults.Intensity
bloom.Threshold = defaults.Threshold
end
end)
Use a LocalScript in StarterPlayerScripts or StarterGui, and I tested it with bloom off, since my time started before enabletime. Sorry for not specifying.
ugh⌠nope. nothing. why is roblox being so difficult cmon