ok now you are def wrong, in the script it is lighting:setMinutesAfterMidnight((currentTime - startTime)*timeRatio)
, currentTime
being tick()
again, actually read the script instead of yapping false points
ok now you are def wrong, in the script it is lighting:setMinutesAfterMidnight((currentTime - startTime)*timeRatio)
, currentTime
being tick()
again, actually read the script instead of yapping false points
That’s the same link I gave for reference, but he isn’t listening.
Your script does use tick()
to calculate a time difference, but tick()
itself still returns real-world time, not in-game time.
But all I wanted to ask is how he used real-world time for calculating time difference, because tick() is huge.
elapsedTime=currentTime−startTime=1678365005−1678365000=5
Ok, thanks for making it clear. That’s the thing I wanted to ask, you cleared my doubt!
it clearly doesnt because it changes the in-game time at whatever rate you put the dayLength
as, and you saw that this actually works
dont even bother replying anymore, you are trying so hard to win an argument you’ve already lost
Are you on this forum to fight? I even said earlier that our main motive wasn’t to fight. Dude this sentence looks kiddish ngl. Btw I’m a 'beginner" so I don’t care if I’m wrong
You’re missing the point. tick()
still returns real-world time. The script adjusts game time, but it starts with real-world time from tick()
. I don’t see what this is so hard to understand.