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how make day night!
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how make day night
well i sayd how make day night in cs2d editor
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how make day night
well i sayd how make day night in cs2d editor
Not possible!
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how make day night
well i sayd how make day night in cs2d editor
is how other players made day and night Lol
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is how other players made day and night Lol 
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You can't make fucking day and night in the editor gosh >_<
fail of the year.
@2fast4you: yes you can. use transparent black sprites.
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@2fast4you: yes you can. use transparent black sprites.
That's day and night? Srsly, just let that moron stop posting this by saying you can't do it. Or do I even have to make a tutorial about it --'
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I´ll make a tutorial when i come back home, actually im on the school´s computer.
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is how other players made day and night Lol 
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You can't make fucking day and night in the editor gosh >_<
You can. Gosh.
Since happytowns have been introduced, people want day and night systems for their servers. It's really easy to do, but not many people know how to.
> Method 1#
- Place a trigger_start, make it trigger "Hour1"
- Place 12 trigger_delay's, called "Hour1", "Hour2", "Hour3" etc.
- Be sure to change the delay time to at least 60 seconds!
- Make "Hour1" trigger "Hour2, Light1, Light2", "Hour2" trigger "Hour3, Light2, Light3", etc.
- Till "Hour12" triggers "Hour1, Light12, Light1" again.
- Now place 12 env_sprite's, with this image: Counter-Strike 2D\gfx\sprites\block
- Change the color to black!
- Make sure they are all as big as your map! (1 tile = 32 pixels)
- Change the Transparency from 0.1 to 0.6 and back (Light1 = 0.1, Light2 = 0.2, (...) Light6 = 0.6, Light7 = 0.5 etc. etc.)
- Call them "Light1", "Light2", etc. till "Light12"
- Now make a trigger_start and make it trigger "Light1, Light2, Light3, (etc etc..), Light11"
And you're done! This system might take long, but it's really easy. You could even go further by adding:
- Place 12 func_message's, called "Hour1", "Hour2", "Hour3" etc.
- Change message to: "it's 2.00 PM", "it's 4.00 PM" till "it's 24.00 PM"
Which makes it easier to tell the time. You can make the message last longer by adding:
- Change Display X Sec. to at least 60 seconds (or how long it takes for the trigger_delay to change to another sprite)
The advantage is that it's easier than method 2.
> Method 2#
- Place a trigger_start, make it trigger "Hour1"
- Place 24 trigger_delay's, called "Hour1", "Hour2", "Hour3" etc.
- Be sure to change the delay time to at least 60 seconds!
- Make "Hour1" trigger "Hour2, Light1, Light2", "Hour2" trigger "Hour3, Light2, Light3", etc.
- Till "Hour24" triggers "Hour1, Light24, Light1" again.
- Now place 24 env_sprite's, with this image: Counter-Strike 2D\gfx\sprites\block
- Change the color to black!
- Make sure they are all as big as your map! (1 tile = 32 pixels)
- Change the Transparency from 0.1 to 0.6 and back (Light1 = 0.1, Light2 = 0.1, Light3 = 0.2 (...) Light12 = 0.6, Light13 = 0.5
- Call them "Light1", "Light2", etc. till "Light24"
- Now make a trigger_start and make it trigger "Light1, Light2, Light3, (etc etc..), Light23"
- Place 24 func_message's. Call them "Hour1", "Hour2", "Hour3" etc. till "Hour24".
- Change message at "Hour1" to "it's 7.00 AM", "Hour2" to "it's 8.00 AM", etc. till "Hour24", "it's 6.00 AM"
- Change the time of the messages to 60 seconds (or how long you want them to last)
And this method has the advantage it's more accurate. You could even add a 48-hours system so every half hour is used too, but that's all up to you.
Hope that helps!
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