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 How do I make the days last longer?

 Help would be appreciated.
 
mr6plow9  
Posted: Friday, Jul 27 2012, 19:50
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2013: The Great Video Game Migration
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I would like to make an in game day last 48 minutes instead of 24 (like in GTA IV, where 2 seconds IRL is one minute). Can anyone tell me how to do this or possibly do it for me? I would be deeply grateful, thanks in advance.
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fireguy109  
Posted: Friday, Jul 27 2012, 21:09
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CODE
{$CLEO .cs}
03A4: name_thread 'RTMOD' // This is the name of the thread.

:RTMOD_11
0001: wait 0 ms // The code is in loop so you need a wait here to prevent a crash.
00BF: 0@ = current_time_hours, 1@ = current_time_minutes // This stores the game's current time in hours as 0@ and in minutes as 1@.
00C0: set_current_time_hours_to 0@ minutes_to 1@ // This forces the time to stay still.
00D6: if
0019:   32@ > 1999 // Checks if 2000 milliseconds has passed (2 seconds)
004D: jump_if_false @RTMOD_11 // If not, loop back up. If yes, continue.
0006: 32@ = 0 // Internal timer 32@ is reset so it can check if one minute has passed again later on.
000A: 1@ += 1 // One game minute is added.
00D6: if
0019:   1@ > 59 // Checks if time in minutes passed 59 minutes.
004D: jump_if_false @RTMOD_128 // If not, jump to next label. If yes, continue.
0006: 1@ = 0 // Resets the minute.
000A: 0@ += 1 // One game hour is added because 59 minutes has passed.
00D6: if
0019:   0@ > 23 // Checks if time in hours passed 23 hours.
004D: jump_if_false @RTMOD_128 // If not, jump to next label. If yes, continue.
0006: 0@ = 0 // Resets the hour.

:RTMOD_128
00C0: set_current_time_hours_to 0@ minutes_to 1@ // Game time is forced to set at those values.
0002: jump @RTMOD_11 // Loops back up.

Modified from the Real Time Clock script on GTA Modding. Compile as a Cleo script in Sanny Builder. This belongs in the III Coding request topic, BTW.

This post has been edited by fireguy109 on Friday, Jul 27 2012, 21:12
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mr6plow9  
Posted: Friday, Jul 27 2012, 22:38
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2013: The Great Video Game Migration
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QUOTE (fireguy109 @ Friday, Jul 27 2012, 21:09)
CODE
{$CLEO .cs}
03A4: name_thread 'RTMOD' // This is the name of the thread.

:RTMOD_11
0001: wait 0 ms // The code is in loop so you need a wait here to prevent a crash.
00BF: 0@ = current_time_hours, 1@ = current_time_minutes // This stores the game's current time in hours as 0@ and in minutes as 1@.
00C0: set_current_time_hours_to 0@ minutes_to 1@ // This forces the time to stay still.
00D6: if
0019:   32@ > 1999 // Checks if 2000 milliseconds has passed (2 seconds)
004D: jump_if_false @RTMOD_11 // If not, loop back up. If yes, continue.
0006: 32@ = 0 // Internal timer 32@ is reset so it can check if one minute has passed again later on.
000A: 1@ += 1 // One game minute is added.
00D6: if
0019:   1@ > 59 // Checks if time in minutes passed 59 minutes.
004D: jump_if_false @RTMOD_128 // If not, jump to next label. If yes, continue.
0006: 1@ = 0 // Resets the minute.
000A: 0@ += 1 // One game hour is added because 59 minutes has passed.
00D6: if
0019:   0@ > 23 // Checks if time in hours passed 23 hours.
004D: jump_if_false @RTMOD_128 // If not, jump to next label. If yes, continue.
0006: 0@ = 0 // Resets the hour.

:RTMOD_128
00C0: set_current_time_hours_to 0@ minutes_to 1@ // Game time is forced to set at those values.
0002: jump @RTMOD_11 // Loops back up.

Modified from the Real Time Clock script on GTA Modding. Compile as a Cleo script in Sanny Builder. This belongs in the III Coding request topic, BTW.

Thanks, but I was hoping for something that didn't require cleo modding. I'll just have to deal with it. I posted in the request mod in this section and got no reply. It completly slipped my mind that it would deal with coding. suicidal.gif Thanks again.
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fireguy109  
Posted: Friday, Jul 27 2012, 22:43
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Well, you could build that into the scm if you wanted, although you'd have to start a new game. One of the more experienced guys in III Coding might be able to hook you up with an asi or something, but that's out of my league.
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