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Post by Power Supersport on Feb 20, 2016 19:45:14 GMT
This script is unique... I made it... What it does is taking the EventTimer's time and transforming it into a mm:ss.dd (dd decimals) format... OBJ_0 - EventTimer OBJ_22 - TextObject Please consider crediting... It will be appreciated! I really hope this helps you to optimize your timer! int m; int s; void Main() { m = IN_1/60; s = IN_1 - m*60; iObjectTextSet(OBJ_22,"TIME; "+m+";"+s); }
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Post by n_iron on Feb 21, 2016 5:49:19 GMT
Ho Power, great idea but I am all for using less objects, so you could make it using the system timer function.
n_iron
int iSystemTime(int) Return system clock data. int = identifier of the information to return, as follows: 0 - Year 1 - Month 2 - DayOfWeek 3 - Day 4 - Hour 5 - Minute 6 - Second 7 - Milliseconds For example, iSystemTime(4) will return current hour.
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Post by Power Supersport on Feb 21, 2016 6:20:16 GMT
We're talking about EventTimer, not system time... If you want lap time in your race game, you won't use the system time...
By default, the EventTimer displays only seconds... Which means it goes to infinity... with this script it will still go to infinity, but you will see it like minutes and seconds...
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Post by Famer on Oct 8, 2016 9:21:08 GMT
We're talking about EventTimer, not system time... If you want lap time in your race game, you won't use the system time... By default, the EventTimer displays only seconds... Which means it goes to infinity... with this script it will still go to infinity, but you will see it like minutes and seconds... But Power Supersport, I figured out another way!!! My project: TimeFormat Minutes-Seconds.3dr (61.14 KB)
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Post by Power Supersport on Oct 8, 2016 12:03:29 GMT
The method I am giving to you is more reliable when you have to set a certain time (for example 250 seconds)... Because it calculates everything...
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