Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / Full gunspec command list, anyone?

Author
Message
Wolf
17
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 21st Nov 2010 16:10 Edited at: 21st Nov 2010 16:10
Hi!

I'm working a lot with gunspec commands for my current project
and it takes hours for me to set things the way I want.

Since I discover new gunspec commands all the time I was wondering if there would be a Full List that shows all of them.

I was already searching but haven't found anything

Edit: If there is none, I will start to make one right now



-Wolf

God Helps the Beast in Me!
gendestroier
14
Years of Service
User Offline
Joined: 5th Jun 2010
Location: Brazil
Posted: 10th Jan 2011 17:16 Edited at: 10th Jan 2011 17:26
i have seen one of those some time ago.
a long time ago would be a better term.

i took a hell of a time to get used with half(quite less) of those new commands, i'll see if i can find this list for you.

i have found a link, i hope it helps

http://forum.thegamecreators.com/?m=forum_view&t=80882&b=24


if you need help with anything that have to do with the fpsc directly, just call me, okay ?

mods for creating a inteligent game,at least
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 10th Jan 2011 18:30
Thanks for the link, gendestroier!

I never thought about the need for this. I guess I took advantage of being able to view the source at any time and find whatever options I needed.


Would be nice to have this list put into the community guide, though, me thinks.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
Wolf
17
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 11th Jan 2011 23:38
I agree with Ply.

@Gendestroier: Yes, I've downloaded this and it revealed some of it to me, but a list with the commands would still be great



-Wolf

God Helps the Beast in Me!
gendestroier
14
Years of Service
User Offline
Joined: 5th Jun 2010
Location: Brazil
Posted: 13th Jan 2011 17:26
we'll find it

mods for creating a inteligent game,at least
gendestroier
14
Years of Service
User Offline
Joined: 5th Jun 2010
Location: Brazil
Posted: 15th Jan 2011 17:09
yep, i downloaded the file now and there is nothing to do with what we want, too bad, i'll see if i can find another one.

mods for creating a inteligent game,at least
gendestroier
14
Years of Service
User Offline
Joined: 5th Jun 2010
Location: Brazil
Posted: 8th Feb 2011 16:32 Edited at: 8th Feb 2011 16:32
http://www.google.com/codesearch/p?hl=en#Is7BdpYhtp0/trunk/readme.txt&q=gunspec%20package:http://fpscreatorengine%5C.googlecode%5C.com&sa=N&cd=1&ct=rc&l=21

a google code with alot of intersting gunspecs, cyborg send me this.

and a airmod read me that cyborg send me too.



d'you think that'll help ?

mods for creating a inteligent game,at least
Wolf
17
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 11th Feb 2011 16:06
Yes! Thats already a good list



-Wolf

God Helps the Beast in Me!
gendestroier
14
Years of Service
User Offline
Joined: 5th Jun 2010
Location: Brazil
Posted: 14th Feb 2011 01:04
has we're talking about gunspecs, why d'you guys don't come to take a look on my thread ?

post a coment maybe ? (i'm with 600 and the hell views and 14 coments)

you guys gonna love my thread.. take a look...

http://forum.thegamecreators.com/?m=forum_view&t=176810&b=23

mods for creating a inteligent game,at least
The Storyteller 01
15
Years of Service
User Offline
Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 14th Feb 2011 01:40 Edited at: 14th Feb 2011 01:41
Thanks for digging these up @genedetroyer.

And while we are talking about gunspecs there is something that makes no sense to me--->

simplezoommode = X – Used for ironsights. High values for X mean the weapon does not move backwards as much when the player zooms in. Negative values mean it moves forward. A value of zero means it does not move.

I did some gunspecs for fantasy weapons and this command works exactly as it reads:

-4 = ......
-3 = moves further forward than -2
-2 = moves further forward than -1
-1 = moves forward
0 = does not move at all
1 = moves back
2 = doesnt move back as much as 1
3 = doesn't move back as much as 2
4 = .....

Which is weird, since the "curve" is starting at a minimum until it reaches 0, then jumps to the maximum and starts to decrease against 0 again.

In case you find my grammar and spelling weird ---> native German speaker ^^
Wolf
17
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 14th Feb 2011 18:59
@TheStoryteller01: hmm... I don't quiet understand what you mean

Anyway! Doomster was so friendly to look up the source code for me and here is the Full Gunspec Command list:

(alt) = The command can be used for the alternate firemode

weaponisammo
melee key
(alt)muzzlesize
(alt)muzzlecolorr
(alt)muzzlecolorg
(alt)muzzlecolorb
(alt)brass
(alt)smoke
(alt)smokespeed
(alt)smokedecal
(alt)flak
(alt)reloadqty
(alt)iterate
(alt)range
(alt)accuracy
(alt)damage
(alt)muzzleflash
(alt)firerate
(alt)zoommode
(alt)zoomaccuracy
(alt)zoomscope
(alt)second
(alt)damagetype
(alt)scorchtype
(alt)melee damage
(alt)melee range
(alt)decal
(alt)shotgun
(alt)disablerunandshoot
(alt)burst
(alt)disablemovespeedmod
(alt)chamberedround
(alt)noautoreload
(alt)nofullreload
(alt)runx
(alt)runy
(alt)runacc
(alt)noscorch
(alt)melee noscorch
(alt)simplezoom
(alt)simplezoomx
(alt)simplezoomy
(alt)simplezoommod
(alt)simplezoomacc
(alt)simplezoomspeed
(alt)simplezoomflash
(alt)simplezoomanim
(alt)gunlagspeed
(alt)gunlagxmax
(alt)gunlagymax
(alt)zoomgunlagspeed
(alt)zoomgunlagxmax
(alt)zoomgunlagymax
(alt)zoomwalkspeed
(alt)zoomturnspeed
(alt)soundstrength
(alt)recoily
(alt)recoilx
(alt)recoilyreturn
(alt)recoilxreturn
(alt)zoomrecoily
(alt)zoomrecoilx
(alt)zoomrecoilyreturn
(alt)zoomrecoilxreturn
(alt)forcezoomout
(alt)ammomax
(alt)equipment
(alt)lockcamera
(alt)keyframe ratio
(alt)select
(alt)idle
(alt)move
(alt)run
(alt)fire
(alt)use
(alt)start fire
(alt)automatic fire
(alt)end fire
(alt)reload
(alt)start reload
(alt)reload loop
(alt)end reload
(alt)cock
(alt)putaway
(alt)start fire 2
(alt)end fire 2
(alt)start fire 3
(alt)end fire 3
(alt)useempty
(alt)empty shotgun
(alt)empty putaway
(alt)empty select
(alt)empty idle
(alt)empty move
(alt)empty run
(alt)empty start reload
(alt)empty reload loop
(alt)empty end reload
(alt)empty cock
(alt)empty reload
(alt)melee start
(alt)melee start 2
(alt)melee start 3
(alt)melee end
(alt)melee end 2
(alt)melee end 3
(alt)empty melee start
(alt)empty melee start 2
(alt)empty melee start 3
(alt)empty melee end
(alt)empty melee end 2
(alt)empty melee end 3
block
(alt)zoomto
(alt)zoomfrom
(alt)zoom start fire
(alt)zoom automatic fire
(alt)zoom end fire
(alt)zoom idle
(alt)zoom move
(alt)fireloop
(alt)horiz
(alt)vert
(alt)forward
(alt)alignx
(alt)aligny
(alt)alignz
(alt)zoomalignx
(alt)zoomaligny
(alt)zoomalignz
(alt)rotx
(alt)roty
(alt)rotz
(alt)particledecal
(alt)particlespeed
(alt)poolammo
alternateisflak
alternateisray
altto or alt to
altfrom or alt from"
switchtoalt
addtospare
bullethidemod
bullethidereset
bulletlimbtotal
bullethidestart
textured
effect
transparency
weapontype
sound1 to sound14
altsound1 to altsound 4
soundframes



-Wolf

God Helps the Beast in Me!
gendestroier
14
Years of Service
User Offline
Joined: 5th Jun 2010
Location: Brazil
Posted: 15th Feb 2011 19:35
wait wait !! those are all of them ?!?!?!

OHH MY GOD !!!!!

CRAP ! if i knew that the thing doesn't go beyond this, i could tell you all of the commands in my first post !!

now it's gone...

if you're looking forward to any heavy gunspec edition, maybe i can help you with that...

@The Storyteller 01 what're you tring to do ?

you know, those commands aren't working ''at all''

i've tried in that mas36 from my thread, but there was no difference, i was tring to fix my claustrophobic glith, but no sucess.

mods for creating a inteligent game,at least
2Beastmode4u
13
Years of Service
User Offline
Joined: 14th Feb 2011
Location: Loading...
Posted: 9th Jun 2011 04:46
I have to say that a pdf file would be great for a gunspec.


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
Dillionaire
13
Years of Service
User Offline
Joined: 24th Dec 2010
Location: USA
Posted: 9th Jun 2011 16:57 Edited at: 9th Jun 2011 22:30
@Wolf

If you need any help with .gunspecs, I will be more than happy to help you out. I know the ins and outs of all the commands, and I would love to help on whatever project your working on, provided you'd want me in on it.

@The Storyteller 01

"simplezoommode" is actually a spelling error from the Airmod manual. The command is actually "simplezoommod" as it is a modifier that changes then distance ofmthe gun from the camera. It shouldn't be working if you type in "mode."

My Computer Specifications: Intel i7 980x OC @ 4.2 GHz |3x GTX 580's in SLI | 12 GB, 2000 MHz RAM (Corsair) |2x 1 TB HDD | 1.2 KW PSU |ASUS Rampage III Extreme Motherboard
2Beastmode4u
13
Years of Service
User Offline
Joined: 14th Feb 2011
Location: Loading...
Posted: 9th Jun 2011 17:09
@Dillionaire
I'd like help with this as well.


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 9th Jun 2011 17:40
@Dillionaire,

I'd like to add a section on gun spec commands into the next issue of my complete syntax list document.

If i put something together would you mind checking it?

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Dillionaire
13
Years of Service
User Offline
Joined: 24th Dec 2010
Location: USA
Posted: 9th Jun 2011 22:32
No problem. Are you going to be listing the definition of each command?

My Computer Specifications: Intel i7 980x OC @ 4.2 GHz |3x GTX 580's in SLI | 12 GB, 2000 MHz RAM (Corsair) |2x 1 TB HDD | 1.2 KW PSU |ASUS Rampage III Extreme Motherboard
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 9th Jun 2011 22:47
aye, going to list the definition, active range and give an example code.

Cheers.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
2Beastmode4u
13
Years of Service
User Offline
Joined: 14th Feb 2011
Location: Loading...
Posted: 9th Jun 2011 23:04
Yes, that is a great plan! Sure hope that this becomes a reality!


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 15th Jun 2011 12:05
Ok, here my draft extract from the syntax list covering gunspecs.

I'm looking for feedback on the scrtucture of the list as I have arranged the commands into sections. There are very few descriptions and no examples in yet. I just wanted to release something for feedback.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]

Attachments

Login to view attachments
gendestroier
14
Years of Service
User Offline
Joined: 5th Jun 2010
Location: Brazil
Posted: 16th Jun 2011 02:59
@Ched80 it was about time !

allright, some of the non-descripted commands (assuming that the attached downloade correspond to the last version of the manual)
like the bulletlimb commands are HERE: [href=http://www.google.com/codesearch/p?hl=en#Is7BdpYhtp0/trunk/readme.txt&q=gunspec%20package:http://fpscreatorengine%5C.googlecode%5C.com&sa=N&cd=1&ct=rc&l=21]http://www.google.com/codesearch/p?hl=en#Is7BdpYhtp0/trunk/readme.txt&q=gunspec%20package:http://fpscreatorengine%5C.googlecode%5C.com&sa=N&cd=1&ct=rc&l=21
]http://www.google.com/codesearch/p?hl=en#Is7BdpYhtp0/trunk/readme.txt&q=gunspec%20package:http://fpscreatorengine%5C.googlecode%5C.com&sa=N&cd=1&ct=rc&l=21]http://www.google.com/codesearch/p?hl=en#Is7BdpYhtp0/trunk/readme.txt&q=gunspec%20package:http://fpscreatorengine%5C.googlecode%5C.com&sa=N&cd=1&ct=rc&l=21
[/href]

about the disablerunandshot command and the alternated version, when the command has the value of 1, it means it's true, 0 for false
this command disables the ability of the player to run and fire his current weapon at the same time

damagetype command: it's too basic, you should to know
anyway, HERE a list with all the basics: http://forum.thegamecreators.com/?m=forum_view&t=80882&b=24

allright, melee: exelent new fresh resource, let me tell you what it does, it executes an animation that represents a short range melee attack, that's so cool ! but what about the other commands ?
well the melee range command defines the maximum range of the melee attack, i would set it to 60 or 50 not more because it would be strange to take someone out two rooms ahead of you with the rifle butt, now, about the melee key command, it's not asking you to tipe the key for the melee attack, the melee key command is actually asking you to set the keyframe of the key, you can find the keyframe list at the fpsc guide in your Docs folder, i always use the keyframe 45, that's equal to X.
and melee damage is the quantity of damage that the melle attack do, you can knock a men down using the back of a gun with a single strike,(if you're Duke Nukem, just kidding it generally doesn't takes more than that)so i would use 100 or 120 to represent a powerfull strike or 40 to simulate a looser

poolammo: now, this rocks, coolest thing ever because the poolammo command allow you to share ammo between the guns, you can do alot of things with this, ammo refillers, unification of ammo with altammo, etc... but the main point is ammo share.
an example right here: you got this Colt45 and a tommygun that also uses .45ACP, why d'you need different ammo cratridges to both ? don't they use the same freaking ammo ? so if you think that's ridiculous, all you've got to do is add this line to both of the gunspecs:
poolammo = (the gun's ammo FPE file that can be found at the entitybank folder)
in this case, you'll put the Colt45ammo.FPE in the tommygun gunspec, and the Tommygunammo.FPE at the Colt45 gunspec.
done !

second: that doesn't work (last time i'd checked).

swichtoalt: that's the key to be pressed to change to the alternate fire mode, you can choose to set it or not, and remember ! it's not the "KEY" is the KEYframe(most people know as keycode), check the guide.

weaponisammo: is equal to 1 if the weapon is also the gun's ammo and if the ammo is also the gun, recommended to most of the grenades and the law, are you sure this is a gunspec command ? this isn't a FPE command ?

zoomaccuracy: it makes the zoom (default, like the mas36) to emm... i think it shakes the aim, i don't know, it shakes the zommed aim, oww... make it go up and down, left and right a little bit, it's slow, a bit old but it worth using.

forward: move the gun model forward, or backward for negative values

horiz: almost the same as forward, but in left and right.

melle noscorch: the melee attack won't leave a bullethole anymore

rotx,y,z: hard to explain, o got no time now, maybe tomorrow.

scorchtype: this is also in the basic manual.

smoke: BASIC... MANUAL...

all that has to do with SMOKE is also in the basic manual, and also the transparency and thexture settings.

vert: moves the weapon up and down. (when i say move i mean set)

weapontype: basic manual.

zoomscope: basic.

i'll keep up tomorrow.

mods for creating a inteligent game,at least
2Beastmode4u
13
Years of Service
User Offline
Joined: 14th Feb 2011
Location: Loading...
Posted: 16th Jun 2011 04:01
Great job Ched80 as usual. I can't wait for the release!


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 16th Jun 2011 10:21 Edited at: 16th Jun 2011 13:33
Whoa gendestroier, that's a lot of information - thanks!

I'll start updating the list! I won't post another update until i've completed the first pass so that people can critique it.

Edit: Weaponisammo is a gunspec command in the source - not tested it, but it is there.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
gendestroier
14
Years of Service
User Offline
Joined: 5th Jun 2010
Location: Brazil
Posted: 21st Jun 2011 02:24
how's the progress in the manual mate ?

mods for creating a inteligent game,at least
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 21st Jun 2011 08:04
Slow. Real-Life is getting in the way - although at the moment the RL distractions are fun things

I'll be away for three weeks from Wed so I'll post my progress just before I leave.

I'm guessing people think the layout is OK?

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
gendestroier
14
Years of Service
User Offline
Joined: 5th Jun 2010
Location: Brazil
Posted: 21st Jun 2011 19:55
Quote: "I'm guessing people think the layout is OK?"


looks fine to me

mods for creating a inteligent game,at least
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 22nd Jun 2011 10:26 Edited at: 22nd Jun 2011 10:49
Ok, it's doubtful I'll be able to expand on this before I disappear for 3 weeks so I've uploaded what I've done so far.

I'll finish it off when i get back in mid-july.

See you guys then!

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]

Attachments

Login to view attachments
2Beastmode4u
13
Years of Service
User Offline
Joined: 14th Feb 2011
Location: Loading...
Posted: 22nd Jun 2011 15:42
Thanks Ched.
Have a great wedding!


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 20th Jul 2011 13:12
OK, Here's my proper first cut at the gunspec list.

I still have a lot of questions on some of the commands (high-lighted in green within the doc).

I'll be figuring them out by testing them, but if anyone can help me out with these that would be great.

Enjoy.

Attachments

Login to view attachments
2Beastmode4u
13
Years of Service
User Offline
Joined: 14th Feb 2011
Location: Loading...
Posted: 20th Jul 2011 19:31
Thanks Ched. Great work.


Cheers.

God help me, Please.
Psycho Psam
16
Years of Service
User Offline
Joined: 3rd Apr 2008
Location: Western Australia
Posted: 26th Aug 2011 20:16
@Ched80 - thanks for this very awesome work. Finally got my chainsaw working with this advice.
gendestroier
14
Years of Service
User Offline
Joined: 5th Jun 2010
Location: Brazil
Posted: 10th Oct 2011 17:03
(alt)zoommode=X fpsc's fake sniper scope.

(alt)decal=decanname if you set a decal here it'll show up in front of the weapon's model when a character equiped with the weapon fires it,
an example is the scifi character "AI", you can see the extra effect
created by the decal when AI fires his blaster.

(alt)flak=name(directory and model's name)
it basicaly defines the flak model shown when the weapon is fired, if you wish to know more, you gonna have to make a specific question.

(alt)lockcamera=x i guess it can be "very" usefull to make a turrent

(alt)decalparticle=1 are you aware of the new particle sys ? so, the
"stuff" were also implemented in the fpsc's gunspecs, this command
create a particled decal in the gun, when the weapon is fired, well
i guess it's just when the weapon is fired.

(alt)scorchtype= it's a texture represented by a number just like the damagemode, but in place of changing the kind of damage, it changes the bullethole texture that the bullet makes when hit a wall (or any static object)
about the range, 3 or 4 i guess, i'm not sure...

transparency= well this is realtive to a bunch of things, like, the texture format(just guessed =p) the shaders, bla bla, so the problem is that alot of things can interfere in this "invisible" effect.
i don't think the fpsc would read anything beyond 100, anything furter will be considered 100 i guess.

(alt)alignx= ohh please! what kind of question is that!
it align the muzzlefhash in the X imaginary line.

(alt)aligny= align with the y imaginary line.

(alt)align= now that's a valid question ! it's a tridimensional aligment, it basicaly takes the muzzleflash forward and backward.

the range of aligment of all of the aligns above is any number with six
digits.

(alt)muzzlesize= it uses the standart unit count of fpsc, but as model scaling of normal 3d objects, it depends on the earlier size of the object.

range= maximun fpsc's range (999999)

(alt)zoomalign x and y = no, this is a simplezoom aligment of the muzzleflash

altfrom= why does it care ?
well, instead answearing this question, i'll tell you what it does.
altfrom is used to get the gun "to" normal sight "fom" the ironsight.

altto=this is the inverse, it gets the gun "from" normal sight "to" ironsight.

(alt)keyframeratio hummm... intesting...

(alt)empty shotgun= d'you know the empty effect ? yes ? and the shotgun effect ? yep ? so what the hell ?!
now if you don't know any of them, i'll explain them to you.
the empty effect is used to make your weapon execute other animations while it has no ammo,you need to set useempty to 1 to turn the effect on or 0 to turn it off, once you've turned it on, you need to define the animations tha the empty state will use, like epmpty reload, empty run, you're getting it ? now the shotgun effect follows the same rule of the empty statement, 0 to "off" and 1 to "on", the shotgun effect is a animation destinated to semy automatic or pump action shotguns (thank to captain obvious for that one) i don't remember the animations but i remember that there are start, loop and end animations to be set, because of that loop animation that you can interrupt, the action of reloading the weapon can be inrerrupted by pressing the reload or the fire keys, the current ammo value during the reload will be kept, this is also possible because of the start, loop and end animations, with makes the rounds to be loaded one by one, too complicated ? no right ?

(alt)useempty explained above.

(alt)zoomto, zoomfrom= same as altto/front.

altsound, well i think that the guy that programed that is the one that can give us a light on that one, altsound1 is generaly related to the fire action.

fireloop, decreassing this value will make the fire sound loop interval to decreasse.

sound1 to 14 is related to soundframe, that is related with the animation

example:

Quote: " sound1 = fire.wav
sound2 = reload.wav
sound3 = dryfire.wav
sound4 = zoom.wav
sound5 = reload_separate.wav"


related to

Quote: "soundframes = 4
sframe0 = 76,1
sframe1 = 139,2
sframe2 =88,5
;sframe3 = 110,5
;sframe4 = 95,5"


that is related to any animation you want, you need to set the animations in here:

sframe0 = "76",1
sframe1 = "139",2
sframe2 = "88",5
;sframe3 = "110",5
;sframe4 = "95",5

and the related sound to

Quote: "sframe0 = 76,"1"
sframe1 = 139,"2"
sframe2 =88,"5"
;sframe3 = 110,"5"
;sframe4 = 95,"5""


the numbers 1,2 and 5 are the sounds specified in sound1, sound2 and sound5.

well, i hope it helps =D

mods for creating a inteligent game,at least
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 11th Oct 2011 10:17
Thanks gendestroier, I've added the info into my complete syntax list.

gendestroier
14
Years of Service
User Offline
Joined: 5th Jun 2010
Location: Brazil
Posted: 11th Oct 2011 22:31
ok! =D
i'm glad to help.

mods for creating a inteligent game,at least

Login to post a reply

Server time is: 2024-11-24 04:57:09
Your offset time is: 2024-11-24 04:57:09