Anyone know how to sync the time in real life with the server for all ?
try os.date() and os.time ?
uhm…where i put that ?
else where can i have the function like that … ?
try this… in server side script… and see if you can adapt
TriggerEvent('es:addCommand', 'seeos', function(source, args, user) TriggerClientEvent('chatMessage', source, 'SYSTEM', {255, 0, 0}, "Os time == " .. os.time()) end)
i try it now thank’s
Did this work? Been trying to do the same.
time = GetUtcTime()
works well for me
I am very interested. How could this be inserted?
Should this add a kind of interface in play? Does it replace any existing string or should it be added?
Hi,
If you have vSync, you should replace this in vSync/client.lua :
Citizen.CreateThread(function()
local hour = 00
local minute = 00
while true do
Citizen.Wait(0)
local newBaseTime = baseTime
if GetGameTimer() - 500 > timer then
newBaseTime = newBaseTime + 0.25
timer = GetGameTimer()
end
if freezeTime then
timeOffset = timeOffset + baseTime - newBaseTime
end
baseTime = newBaseTime
hour = math.floor(((baseTime+timeOffset)/60)%24)
minute = math.floor((baseTime+timeOffset)%60)
NetworkOverrideClockTime(hour, minute, 0)
timeAndDateString = "|"
timeAndDateString = timeAndDateString .. " " .. hour .. "h" .. minute .. " |"
SetTextFont(0)
SetTextProportional(1)
SetTextScale(0.30, 0.30)
SetTextColour(255, 255, 255, 255)
SetTextDropshadow(0, 0, 0, 0, 255)
SetTextEdge(1, 0, 0, 0, 255)
SetTextDropShadow()
SetTextOutline()
SetTextRightJustify(true)
SetTextWrap(0,0.95)
SetTextEntry("STRING")
AddTextComponentString(timeAndDateString)
DrawText(0.5, 0.01)
end
end)
by
Citizen.CreateThread(function()
local hour = 00
local minute = 00
while true do
Citizen.Wait(0)
local years, months, days, hours, minutes, seconds = Citizen.InvokeNative(0x50C7A99057A69748, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
local newBaseTime = baseTime
if GetGameTimer() - 500 > timer then
newBaseTime = newBaseTime + 0.25
timer = GetGameTimer()
end
if freezeTime then
timeOffset = timeOffset + baseTime - newBaseTime
end
baseTime = newBaseTime
hour = hours
minute = minutes
day=days
month=months
year=years
second=seconds
NetworkOverrideClockTime(hour, minute, 0)
timeAndDateString = "|"
timeAndDateString ="~w~" .. day .. "/" .. month .. "/" .. year .. " ~s~" .. timeAndDateString .. " ~y~" .. hour .. "h" .. minute .. " ~s~|"
SetTextFont(0)
SetTextProportional(1)
SetTextScale(0.30, 0.30)
SetTextColour(255, 255, 255, 255)
SetTextDropshadow(0, 0, 0, 0, 255)
SetTextEdge(1, 0, 0, 0, 255)
SetTextDropShadow()
SetTextOutline()
SetTextRightJustify(true)
SetTextWrap(0,0.95)
SetTextEntry("STRING")
AddTextComponentString(timeAndDateString)
DrawText(0.5, 0.01)
end
end)
BR
I’ll try it right away and let you know. Thank you very much.
It works perfectly. Thanks so much! Do you think it is possible to implement or replace the date and time display with this graphic style?
I do not know how, but I managed to mix the two scripts in order to display the name of the day and the month, but the only problem is that it only synchronizes the time correctly and not everything else. The count of the year, for example, starts in 2013
Is it possible to sync time to the server’s current time instead of each client being synced to their computer’s time?
Use the os.time server side and send it to each player when they join would be how I’d go about.
I can not find a way to implement server side, can you help me create it with you?
gg MY BROW SUCCEFUL WORK