time

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Introduced with Operation Flashpoint version 1.00
  

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint
Version:
1.00

Description

Description:
Returns time elapsed since mission started (in seconds). The value is different on each client. If you need unified time, use serverTime.

Syntax

Syntax:
time
Return Value:
Number

Examples

Example 1:
_future = time + 30; waitUntil {time >= _future}; /* continue after 30 seconds... */
Example 2:
Wait until mission fully started:waitUntil {time > 0};

Additional Information

Multiplayer:
-
See also:
datedaytimeserverTimeskipTimeaccTimedateToNumbertimeMultipliersetTimeMultipliermissionStart

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Posted on August 4, 2006 - 12:02
hardrock
Notes from before the conversion: Not to be confused with _time. Within a script, the reserved local variable _time returns the time elapsed since the script started running. Note that the value of time is not saved when the mission is saved and so will be reset to zero when a mission is restarted from a saved position. The value of _time is saved correctly and will resume from where it was.
_time has only special meaning in SQS scripts, in SQF script it is just another variable. --Killzone_Kid
Posted on January 5, 2007 - 12:24
Giova
Notes from before the conversion: time works properly in sqf called with execVM command. In an other hand, _time does not works in sqf called with execVM command.(Arma v1.02.5103GER)
Posted on October 02, 2010 - 12:02
teaCup
On overloaded servers (below ~10 server FPS), time readings are unreliable. Seconds actually take longer. While the clients keep a steady tempo, server time lags behind, resulting in considerable offset between client and server time (easily 30 minutes for a 2 hour game). Client time is synchronised to server time during JIP, but other than that it runs independently.
Posted on 30 Oct 2013
Dr Eyeball
Arma 3 JIP bug: As of Arma 3 v1.02, for JIP clients 'time' value will start off counting from 0, not the real 'time' value. After about 2.5sec (on average), it will then jump to a high value and synchronise with the real 'time' value, which could be 900, for example. Therefore, do not use 'time' for any start of mission init timeouts; it's unreliable. (It's odd that it doesn't synchronise at the same time as public variables.)

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Posted on September 1, 2016 - 18:18 (UTC)
Demellion
In MP: Since per-client time and server time is unconsistant I strongly recommend execution of time-critical tasks from server-side scripts and with remoteExec or remoteExecCall (Since only A3 1.50 alternative may be publicVariableClient with pre-defined handler) as this will eliminate any time calculation lags and make it reliable.