I've seen the method for disabling "Our allies are under attack" pings and sounds from the Alerts tab, but how do you disable minimap pinging in multiplayer? I'm making a survival type map and I'd prefer players to not be able to ping their locations and instead have to find each other through exploration.
The other method (as linked in the OP's first sentence) runs day/night off of "Time per Game Loop" which seems to be proprietary to game engine mechanics only and is not linked with game seconds.
Today opening up the editor I got this nice tooltip:
The smallest time interval that a trigger can wait is 1/16th of a second (0.0625 second) which is equivalent to one game loop.
I guess that gives a little bearing on the default timing of the "Game Loop" time unit.
This seems to be the only way that I'm aware of to easily get a day cycle that is synced to a in-game seconds. The other method (as linked in the OP's first sentence) runs day/night off of "Time per Game Loop" which seems to be proprietary to game engine mechanics only and is not linked with game seconds.
I'm glad to have stumbled upon this alternate method. I'll give it a try and see how it works. I was about to pull my hair out trying to figure out what the heck is going on with Time per Game Loop mechanics.
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or just remove all of the other players.... thanks?
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I've seen the method for disabling "Our allies are under attack" pings and sounds from the Alerts tab, but how do you disable minimap pinging in multiplayer? I'm making a survival type map and I'd prefer players to not be able to ping their locations and instead have to find each other through exploration.
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Today opening up the editor I got this nice tooltip: The smallest time interval that a trigger can wait is 1/16th of a second (0.0625 second) which is equivalent to one game loop.
I guess that gives a little bearing on the default timing of the "Game Loop" time unit.
0
This seems to be the only way that I'm aware of to easily get a day cycle that is synced to a in-game seconds. The other method (as linked in the OP's first sentence) runs day/night off of "Time per Game Loop" which seems to be proprietary to game engine mechanics only and is not linked with game seconds.
I'm glad to have stumbled upon this alternate method. I'll give it a try and see how it works. I was about to pull my hair out trying to figure out what the heck is going on with Time per Game Loop mechanics.