In your screenshot "TimeStamp" is an auto-complete and indicates what value you should put between the parenthesis.
Since you want the actual month, according to the actual time/date, you can make use of the expression .now within the Date plugin.
+ System: On start of layout
-> Text: Set text to Date.GetUTCMonth(Date.Now)
Will display "5" in your text object.
As indicated, the month is returned from 0 to 11 (0 is January, 1 is February, etc...).
If you want to display the month in "letters"/as word, you likely need to set up an array that contains your months and display it accordingly.
See this example c3p made in r201
This^^
Thank you for your reply! I have been wondering the same thing.
It wasn't exactly apparent what one is supposed to write for the parameters in the documentation.... "date.Now" was the solution :)
To check dates/time I set a variable for month, and one for day.
Set variable "playersMonth" to date.getMonth(Date.Now)
Set variable "PlayerDay" to date.GetDay(Date.Now)
Then I compare those variables to whatever I need.
Trigger Once
If "playerMonth" > 3 (for example)
and
If "playerDay" > 15 (for example)
Flawed code I know, but it helped me tease apart the timestamp dilemma. My project only needed to check the date once to determine certain settings at the beginning of the game.