At what point are you looking at thisclock.GetHours()? It works for me if I print thisclock.GetHours() right after your thisclock.toLocalTime() statement. If you call thisclock.Mark() at some later point, you’ll have to call thisclock.toLocalTime() again. Also, GetHours() will always return a number between 0 and 23 inclusive.
“renojim” wrote:
At what point are you looking at thisclock.GetHours()? It works for me if I print thisclock.GetHours() right after your thisclock.toLocalTime() statement. If you call thisclock.Mark() at some later point, you’ll have to call thisclock.toLocalTime() again. Also, GetHours() will always return a number between 0 and 23 inclusive.
-JT
Thank you. I knew it was simple. I was calling local time before the while loop and then only mark during the loop. (floating screensaver clock)
“toLocalTime()” is better to think as “addTimeZone()” - that’s all it does.
Say player is set as being on the west coast (PST = GMT-8), then each call will subtract 8 hours (make that 7 since this week) from the time value. Repeated calls will keep subtracting more hours repeatedly (there is a mathemagical warning about non-idempotence). roDateTime does not keep internal flag if that’s local or universal timestamp, the function is just a single-direction mutator