SetMinuteDuration: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Server client function}} | {{Server client function}} | ||
Sets the real-world duration of an ingame minute. The GTA default is 1000. | Sets the real-world duration of an ingame minute. The GTA default is 1000. | ||
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==Example== | ==Example== | ||
This example will make the ingame time correspond to the real-world time of the server. | This example will make the ingame time correspond to the real-world time of the server. | ||
{{Needs_Checking|In this example, triggerClientEvent, if executed immediately on resource start, gives an error, that "doSyncRealTime" event is not registered on client side, although it does work on player join. Hence the example won't work, unless resourceStart() execution is delayed using a timer}} | |||
<section class="server" name="Server" show="true"> | <section class="server" name="Server" show="true"> |
Revision as of 15:18, 27 June 2010
Sets the real-world duration of an ingame minute. The GTA default is 1000.
Syntax
bool setMinuteDuration ( int milliseconds )
Required Arguments
- milliseconds: the new duration of an ingame minute
Returns
Returns true if successful, false otherwise.
Example
This example will make the ingame time correspond to the real-world time of the server.
This article needs checking. | |
Reason(s): In this example, triggerClientEvent, if executed immediately on resource start, gives an error, that "doSyncRealTime" event is not registered on client side, although it does work on player join. Hence the example won't work, unless resourceStart() execution is delayed using a timer |
Click to collapse [-]
Serverfunction syncRealTime(player) -- get the current real time and send it to the player local realtime = getRealTime() triggerClientEvent(player, "doSyncRealTime", getRootElement(), realtime.hour, realtime.minute) end function resourceStart() -- when the resource starts, send the real time to all players currently in the server local players = getElementsByType("player") for i,player in ipairs(players) do syncRealTime(player) end end addEventHandler("onResourceStart", getResourceRootElement(getThisResource()), resourceStart) function playerJoin() -- send the real time to joining players syncRealTime(source) end addEventHandler("onPlayerJoin", getRootElement(), playerJoin)
Click to collapse [-]
Clientfunction syncRealTime(h, m) -- set the ingame time setTime(h, m) -- make ingame time progress at the same rate as real time (60 seconds per minute) setMinuteDuration(60000) end -- attach the above function to the doSyncRealTime event addEvent("doSyncRealTime", true) addEventHandler("doSyncRealTime", getRootElement(), syncRealTime)
See Also
- areTrafficLightsLocked
- getAircraftMaxHeight
- getAircraftMaxVelocity
- getCloudsEnabled
- getFarClipDistance
- getFogDistance
- getGameSpeed
- getGravity
- getHeatHaze
- getInteriorSoundsEnabled
- getJetpackMaxHeight
- getMinuteDuration
- getMoonSize
- getOcclusionsEnabled
- getRainLevel
- getSunColor
- getSunSize
- getTime
- getTrafficLightState
- getWeather
- getWindVelocity
- getSkyGradient
- getPlayerBlurLevel
- getZoneName
- isGarageOpen
- removeWorldModel
- resetFarClipDistance
- resetFogDistance
- resetHeatHaze
- resetMoonSize
- resetRainLevel
- resetSkyGradient
- resetSunColor
- resetSunSize
- resetWindVelocity
- restoreAllWorldModels
- restoreWorldModel
- setAircraftMaxHeight
- setAircraftMaxVelocity
- setCloudsEnabled
- setFarClipDistance
- setFogDistance
- setGameSpeed
- setGarageOpen
- setGravity
- setHeatHaze
- setInteriorSoundsEnabled
- setMinuteDuration
- setMoonSize
- setOcclusionsEnabled
- setRainLevel
- setSkyGradient
- setSunColor
- setSunSize
- setTime
- setTrafficLightState
- setTrafficLightsLocked
- setWeather
- setWeatherBlended
- setWindVelocity
- setJetpackMaxHeight
- setPlayerBlurLevel