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{{ | {{RV|type=command | ||
| ofp | | |game1= ofp | ||
|version1= 1.00 | |||
| | |game2= ofpe | ||
| | |version2= 1.00 | ||
| | |game3= arma1 | ||
|version3= 1.00 | |||
| | |game4= arma2 | ||
|version4= 1.00 | |||
| | |game5= arma2oa | ||
|version5= 1.50 | |||
| | |game6= tkoh | ||
|version6= 1.00 | |||
| | |game7= arma3 | ||
{ | |version7= 0.50 | ||
|serverExec= server | |||
|gr1= Time | |||
|gr2= Environment | |||
|descr= Jumps the specified number of hours forward or backward.<br>The time of day and tides are adjusted, but no changes are made to any units. If present, the lower level of clouds instantly jump to the position they would be in if time had passed normally. | |||
|mp= In {{arma3}} (around v1.14) [[skipTime]] executed on the server will get synced in 5 seconds or so with all the clients. It will also be [[Multiplayer Scripting#Join In Progress|JIP]] compatible. [[skipTime]] executed on a client will change time on client for about 5 seconds after which it will sync back to server time.<br> | |||
For other games' behaviour, see {{Link|Multiplayer Scripting#Join In Progress}}. | |||
{{Feature|important|Since {{GVI|arma3|2.10}} [[skipTime]] is limited to max +/- 1000 hours per skip for game stability. The command is intended for short time jumps. For large intervals, use [[setDate]].}} | |||
|s1= [[skipTime]] duration | |||
| | |p1= duration: [[Number]] - hours to skip. A positive value will create a forward time jump, a negative value will jump backwards. | ||
|r1= [[Nothing]] | |||
| | |x1= <sqf>skipTime 5;</sqf> | ||
| | |x2= <sqf>skipTime (5/60); // be sure to use parentheses, otherwise here (skipTime 5)/60 will happen</sqf> | ||
}} | |x3= <sqf> | ||
while {true} do | |||
{ | |||
skipTime 0.00333; | |||
sleep 0.1; // smooth time transition | |||
}; | |||
</sqf> | |||
< | |x4= <sqf>skipTime ((_timeToSkipTo - dayTime + 24) % 24); // skip forward to a specific time, irrespective of the current mission time</sqf> | ||
|seealso= [[setDate]] [[accTime]] [[setTimeMultiplier]] [[timeMultiplier]] [[BIS_fnc_setDate]] | |||
}} | |||
{{Note | |||
|user= Ceeeb | |||
|timestamp= 20070417040100 | |||
|text= 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. | |||
}} | |||
{{Note | |||
|user= .kju | |||
|timestamp= 20111102220600 | |||
|text= I cannot confirm this for OA 1.60 beta (85889): | |||
MP: Even though the immediate effect of skipTime is only local, | |||
the new time will propagate through the network after 30 seconds or so. | |||
Instead the [[date]], which includes time, is synced automatically for new JIP clients - NOT for present instances. | Instead the [[date]], which includes time, is synced automatically for new JIP clients - NOT for present instances. | ||
So one has to apply skipTime on all instances in MP (server + all present clients). | So one has to apply skipTime on all instances in MP (server + all present clients). | ||
}} | |||
{{Note | |||
|user= Killzone_Kid | |||
|timestamp= 20130825024500 | |||
|text= This command is blocking and in some cases it may take up to 1.5 seconds (probably depends on CPU) for it to calculate the changes to the environment, during which the game will microfreeze. It largely depends on weather changes, which are quite random. However one thing remains consistent, [[skipTime]] 24 hours is always almost instant. This is quite helpful when used in conjunction with commands such as [[setOvercast]] for instant and seamless effect. To try it yourself use this script: | |||
< | <sqf> | ||
0 spawn { | |||
_time = | for "_i" from 1 to 24 do { | ||
_time = diag_tickTime; | |||
skipTime _i; | |||
diag_log [_i, diag_tickTime - _time]; | |||
sleep 3; | |||
}; | }; | ||
};</ | }; | ||
One of the results (results will vary depending on weather conditions): | </sqf> | ||
< | One of the results (results will vary depending on weather conditions):<br> | ||
<spoiler text="Show results"> | |||
<pre>[1,1.44507] | |||
[2,1.46118] | [2,1.46118] | ||
[3,1.33105] | [3,1.33105] | ||
Line 88: | Line 115: | ||
[22,0.0490723] | [22,0.0490723] | ||
[23,1.35205] | [23,1.35205] | ||
[24,0.0151367] //this is always the lowest</ | [24,0.0151367] // this is always the lowest</pre> | ||
</spoiler> | |||
}} | |||
Latest revision as of 21:25, 2 September 2024
Description
- Description:
- Jumps the specified number of hours forward or backward.
The time of day and tides are adjusted, but no changes are made to any units. If present, the lower level of clouds instantly jump to the position they would be in if time had passed normally. - Multiplayer:
- In Arma 3 (around v1.14) skipTime executed on the server will get synced in 5 seconds or so with all the clients. It will also be JIP compatible. skipTime executed on a client will change time on client for about 5 seconds after which it will sync back to server time.
For other games' behaviour, see Multiplayer Scripting - Join In Progress. - Groups:
- TimeEnvironment
Syntax
- Syntax:
- skipTime duration
- Parameters:
- duration: Number - hours to skip. A positive value will create a forward time jump, a negative value will jump backwards.
- Return Value:
- Nothing
Examples
- Example 1:
- skipTime 5;
- Example 2:
- Example 3:
- Example 4:
Additional Information
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Apr 17, 2007 - 04:01 (UTC)
- 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 Nov 02, 2011 - 22:06 (UTC)
- I cannot confirm this for OA 1.60 beta (85889): MP: Even though the immediate effect of skipTime is only local, the new time will propagate through the network after 30 seconds or so. Instead the date, which includes time, is synced automatically for new JIP clients - NOT for present instances. So one has to apply skipTime on all instances in MP (server + all present clients).
- Posted on Aug 25, 2013 - 02:45 (UTC)
-
This command is blocking and in some cases it may take up to 1.5 seconds (probably depends on CPU) for it to calculate the changes to the environment, during which the game will microfreeze. It largely depends on weather changes, which are quite random. However one thing remains consistent, skipTime 24 hours is always almost instant. This is quite helpful when used in conjunction with commands such as setOvercast for instant and seamless effect. To try it yourself use this script:
One of the results (results will vary depending on weather conditions):
[1,1.44507] [2,1.46118] [3,1.33105] [4,1.396] [5,0.0310059] [6,1.37891] [7,1.4502] [8,1.37817] [9,1.37695] [10,1.37012] [11,1.448] [12,1.32593] [13,1.45508] [14,1.448] [15,0.0349121] [16,0.0368652] [17,1.25903] [18,1.38599] [19,1.4519] [20,0.052002] [21,0.0400391] [22,0.0490723] [23,1.35205] [24,0.0151367] // this is always the lowest
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Time
- Command Group: Environment
- Scripting Commands: Server Execution