Greetings.
I've come into another obstacle that has stumped me for the last few weeks, and I've decided to try at it again.
I am attempting to create a system where the player can change the time to whichever they choose-- but be able to resync back with the server's time (it's running on a day/night script) if they so choose. I've tried a few things, and so far, I have created a value that basically reads from the ClockTime in Lighting
while true do game.ReplicatedStorage.ServerTime.Value = game.Lighting.ClockTime wait() end
My theory was that this value would be from the server, but in my tests, when the player sets a time of their own, the value of ServerTime is set to whatever the player has set, not what the server's been running at.
So my question is how do I get this to properly work? Am I doing the complete opposite/wrong thing for this kind of task?
Thanks.
--Wrap the code in a changed event. Gotta use GetService. local rep = game:GetService("ReplicatedStorage") local lighting = game:GetService("Lighting") lighting.Changed:Connect(function(property) rep.ServerTime.Value = lighting.ClockTime end)