skipTime
From Bohemia Interactive Community
| Editors, please check Policy: Scripting Command Page Syntax. |
Click on the images for descriptions
Introduced in
- Game:
- Operation Flashpoint
- Version:
- 1.00
Description
- Description:
- Skiptime duration is in hours. The time of day and tides are adjusted, but no changes are made in any units. If present, the lower level of clouds instantly jump to the position they would be in if time had passed normally.
Syntax
Examples
- Example 1:
skipTime 5
Additional Information
- Multiplayer:
- Behaviour unknown.
Notes
Notes
Notes
-
Here is a very useful function - great for giving a "campaign" feel to a running battle. Try this in your init.sqs file:
while(true) do { skiptime 0.00333 ~0.1 }This will make each day pass in around 12 minutes - great fun watching sunsets and the night sky!
- skipTime is not to be confused with accTime.
- Here is a useful piece of code that will enable the mission to skip forward to any given time, irrespective of what time it happens to be in the mission:
skipTime (_timeToSkipTo - daytime + 24 ) % 24
See also: a % b
- Posted on Feb 25, 2007
- Manny
- Note that time can also be skipped "backwards", ie. you can provide negative values and jump back in time.
- Posted on March 21, 2007
- granQ
- One second is roughly 0.00026.
- Ceeeb
- In ArmA & OFP, skipTime does not actually estimate weather changes beyond moving the clouds across the sky. Weather counters continue as if no time has passed. The setDate command can be used instead of skiptime to change the time without the visual give-away of the lower clouds jumping.
- Posted on August 28, 2008
- BarmyArmy
- Always always always wrap any calculation in brackets.
skipTime seconds*3600
will acutally only do skipTime seconds,
skipTime (seconds*3600)
will achieve the desired result

