[Papyrus] Question about registerforsingleupdateGameTime()

Post » Wed Jun 20, 2012 9:31 am

Hey guys, I have a script that facilitates the registerforsingleupdateGameTime() function attached to a magiceffect. It seems that the function breaks (no update is run) when the player fast travels or waits/rests in the period of time. Can anyone confirm this? I have found a work around, which is to use registerforsingleupdate() which works in real time, however resting/ auto travelling does not affect this timer meaning the player has to wait the full duration.

just wanted to know if this is consistent with otehr peoples findings or no?
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jaideep singh
 
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Post » Wed Jun 20, 2012 9:24 am

I can't confirm that rest or fast-travel breaks RFSUGT, but a work-around (for this Event or for RFSU) would be to track the time spent and register the Event again with a variable set to (total - hour(s)/minutes passed) everytime you sleep/wait/etc.

Hours slept and waited can be obtained with QueryStat. For fast-travel there are maybe several ways, i personally use a constant Function in MenuMode with MapMarker - XMarkerHeading Refs checks and Player position check, which is returning the exact fast-travelled time in minutes.
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Mariana
 
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