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New RP Props v3 - Printable Version +- Limelight Forums (https://limelightgaming.net/forums) +-- Forum: Feedback (https://limelightgaming.net/forums/forum-612.html) +--- Forum: Suggestions (https://limelightgaming.net/forums/forum-239.html) +---- Forum: Finished (https://limelightgaming.net/forums/forum-242.html) +---- Thread: New RP Props v3 (/thread-14684.html) Pages:
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RE: New RP Props v3 - Markus - May 25, 2017 (May 25, 2017, 03:37 AM)Monkey Wrote: +support I was thinking about the functional clock. It could be a market item, under misc. Sold for a price and would spawn on usage. It would be moved by the physgun as normal. Maybe some how we can change the clock to go with in-game time. I imagine it would take awhile, but be worth it. Also if we didn't, I don't think it would work as it seems like a client side entity. If you understand this, the clock is communicating with your computer's local time, and not with the server's local time(unless it is), as even SP is ran on a server. This would be difficult as all of the clocks would be set at different times, due to communicating with the LocalPlayer()'s computer and not the global Player()'s computer. Oh yea, I understand how it works, I just think that in order to make the clock work with in-game time, we should atleast increase the length of day and night. RE: New RP Props v3 - Quest - May 25, 2017 +support! RE: New RP Props v3 - Sgt. Lime - May 27, 2017 huge +Support RE: New RP Props v3 - Jono - Jun 21, 2017 Moved to popular. RE: New RP Props v3 - Markus - Jun 28, 2017 *bump* RE: New RP Props v3 - Doctor Internet - Sep 18, 2017 Pushing for Staff Review. RE: New RP Props v3 - Doctor Internet - Sep 26, 2017 Added in Revision 4863. |