cougarxr7 1 Posted December 11, 2011 Thought this can be done. Can't remmember where I saw the info of how to do it. Like to have a mission stay at 12 noon at all times. Thanks! Share this post Link to post Share on other sites
daman3 19 Posted December 11, 2011 Make a trigger, "activation -> everybody" and put it to countdown and 600 (for 600 seconds), activation repeatedly, then write this into the init: skiptime -0.1 Share this post Link to post Share on other sites
cougarxr7 1 Posted December 11, 2011 (edited) Thanks! Will give that a try! Update! It worked perfectly on host and play. However on dedicated it seemed to move 2.5 minutes then back 5 minutes. here's the trigger code; class Item142 { position[]={10180.531250,139.994995,10155.835938}; activationBy="ANY"; repeating=1; timeoutMax=600.000000; age="UNKNOWN"; expActiv="skiptime -0.1"; class Effects { }; Edited December 12, 2011 by Cougarxr7 Share this post Link to post Share on other sites
cougarxr7 1 Posted December 13, 2011 This comes close but it is not 100% continous 12 noon! Thanks DaMaan3 for that info! Anyone know of another way? Share this post Link to post Share on other sites
celery 8 Posted December 13, 2011 (edited) Trigger with condition: true On act: noon=date;noon set [3,12];noon set [4,0];0=[] spawn {while {true} do {setDate noon;sleep 0.5}} The sky won't warp and the time will always be the same. Edited December 13, 2011 by Celery Share this post Link to post Share on other sites
cougarxr7 1 Posted December 13, 2011 (edited) Celery, Thanks for the reply! I did what you said to do. Trigger with condition: trueOn act: noon=date;noon set [3,12];noon set [4,0];[] spawn {while {true} do {setDate noon;sleep 0.5}} But, I got an error. "type Script. expected Nothing" May I ask this. Would you make the trigger and copy it from the sqm file. Then post it like I did below under code? class Item142 { position[]={10180.531250,139.994995,10155.835938}; activationBy="ANY"; repeating=1; timeoutMax=600.000000; age="UNKNOWN"; expActiv="skiptime -0.1"; class Effects { }; This way there is no room for error. Thanks! Edited December 13, 2011 by Cougarxr7 Share this post Link to post Share on other sites
celery 8 Posted December 13, 2011 Oh right, put 0= in front of [] spawn Share this post Link to post Share on other sites
cougarxr7 1 Posted December 15, 2011 Celery, thanks! works great! Share this post Link to post Share on other sites