Linking Mod Effects to In-Game Clock?

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-- Tobias --
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Linking Mod Effects to In-Game Clock?

Postby -- Tobias -- » Fri May 18, 2012 6:22 pm

bert_the_turtle wrote:Tobias: I don't understand the question.


A mod that might activate/deactivate some custom graphical effect (say a yellow glow, or the like) within multiple pre-defined small area segments of the map; the activation/deactivation of each segment being based on the in-game clock. Or, in general, any mod that changes visual effects based on the game clock.
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Ace Rimmer
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Postby Ace Rimmer » Fri May 18, 2012 6:31 pm

So, in essesnce, you want visual cues for things like "warning, enemy subs should/could be arriving here about now"?

:P
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-- Tobias --
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Postby -- Tobias -- » Fri May 18, 2012 6:34 pm

Ace Rimmer wrote:So, in essesnce, you want visual cues for things like "warning, enemy subs should/could be arriving here about now"?

:P


Without revealing the true nature of such a mod, I will say that as one grows older, such reminders are helpful. :D
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bert_the_turtle
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Postby bert_the_turtle » Fri May 18, 2012 8:04 pm

Making it possible for one mod to have such effects may be a little hard, but making non-essential mods activate or deactivate themselves at certain points could be used to have the same effect.

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