A clock.
ac19189
14 Sept 2005, 09:23I am back at it making a game yet again.
I havnt used quest in ages so I need to remember most of what I lost seeing as the last time i used it was a good three years ago.
Anyway what be the chance of greating a timer that counts up and stops at 12 and then starts another timer that does the same thing? Then having a command you can say in text to get the time displyed.
I was thinking about adding a clock to the game im making and when you type /time it would tell you the time and every minute be 1 hour and random minutes.
Now lets go simple on me! I have been out of the game for a while...


I havnt used quest in ages so I need to remember most of what I lost seeing as the last time i used it was a good three years ago.

Anyway what be the chance of greating a timer that counts up and stops at 12 and then starts another timer that does the same thing? Then having a command you can say in text to get the time displyed.
I was thinking about adding a clock to the game im making and when you type /time it would tell you the time and every minute be 1 hour and random minutes.
Now lets go simple on me! I have been out of the game for a while...


Elexxorine
14 Sept 2005, 14:59i have used capitals where i have forgotten the proper code.
command </time> {
msg <the time is: %hours%:%minutes%, %seconds%.> }
define timer <ticktock> {
interval <1>
TRIGGER {
set <seconds; %seconds% + 1> } <-- this can be done through qdk.
end define
command </time> {
msg <the time is: %hours%:%minutes%, %seconds%.> }
define timer <ticktock> {
interval <1>
TRIGGER {
set <seconds; %seconds% + 1> } <-- this can be done through qdk.
end define
ac19189
14 Sept 2005, 17:48


Elexxorine
15 Sept 2005, 16:12i learnt all my asl codes from making games using qdk and then looking at the code to seehow things are done. but then it becomes easier to do things in asl than qdk. much easier, i haven't even touched qdk in ages. lol.
ac19189
15 Sept 2005, 19:59