To put it more clearly. For a while now I've wanted "things" to update in-game without the player having to cause an event. Example - I have a horse and cart, from 8am to 8pm I want the cart to be seen full of boxes, sacks, clutter, etc but after 8pm I want the cart to be seen as empty (the dockers have gone to the tavern for a drink, work is over). I have attached the cart load to a xmarker parent. Now in the past I have enabled/disabled objects, markers, things by the player causing an event, OnTriggerEnter, OnActivate, etc...enable/disable - relevant objects/markers. This is fine but requires the player to do something. I want that, in my example, that it doesn't matter where the player is or what the player is doing the cart load will update, enable/disable by itself. I wrote this script, haven't compiled it yet because I can see the flaw in it - what is the cause/reason for update?
ObjectReference Property Marker1 Autofloat Function GetCurrentHourOfDay()float Time = Utility.GetCurrentGameTime()Time -= Math.Floor(Time) ; Remove "previous in-game days passed" bitTime *= 24 ; Convert from fraction of a day to number of hoursReturn TimeEndFunction Event OnUpdateGameTime() float curHour = GetCurrentHourOfDay() if (curHour > 8.0 || curHour < 20.0) ; day Marker1.Enable() else ; nightMarker1.Disable() endif endifEndEvent
Logically the script seems sound but how will it update? It has to repeat itself continuously in order to enable/disable the cart load without the player doing anything.
Thanks for looking.