time: Difference between revisions

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m (Text replacement - "<sqf>([^↵][^<]*↵[^<]*)<\/sqf>" to "<sqf> $1 </sqf>")
 
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[[Category:Scripting Commands]]
{{RV|type=command
[[Category:Scripting Commands OFP 1.97]]
[[Category:Scripting Commands OFP 1.46]]
[[Category:Scripting Commands ArmA]]


back to [[Scripting_Reference#T|COMREF]]
|game1= ofp
|version1= 1.00


<h2 style="color:#000066">'''time'''</h2>
|game2= ofpe
|version2= 1.00


|game3= arma1
|version3= 1.00


'''Operand types:'''
|game4= arma2
|version4= 1.00


None
|game5= arma2oa
|version5= 1.50


'''Type of returned value:'''
|game6= tkoh
|version6= 1.00


[[Number]]
|game7= arma3
|version7= 0.50


'''Description:'''
|gr1= Time
|gr2= Mission Information


Time elapsed since mission started (in seconds).
|descr= Returns time elapsed since mission started (in seconds). The value is different on each client. If you need unified time, use [[serverTime]].


|s1= [[time]]


'''Comments:'''
|r1= [[Number]]


Not to be confused with [[_time]].
|x1= <sqf>
private _future = time + 30;
waitUntil { time >= _future };  // continue after 30 seconds
</sqf>


Within a script, the reserved local variable [[_time]] returns the time elapsed since the script started running.
|x2= Wait until mission fully started:
<sqf>waitUntil { time > 0 };</sqf>
 
|seealso= [[date]] [[dayTime]] [[serverTime]] [[skipTime]] [[accTime]] [[dateToNumber]] [[timeMultiplier]] [[setTimeMultiplier]] [[missionStart]] [[diag_tickTime]] [[diag_deltaTime]] [[systemTime]] [[systemTimeUTC]] [[BIS_fnc_timeToString]]
}}
 
<dl class="command_description">
 
<dt><dt>
<dd class="notedate">Posted on 2006-08-04 - 12:02</dd>
<dt class="note">[[User:Hardrock|hardrock]]</dt>
<dd class="note">''Notes from before the conversion:''<br>
Not to be confused with the '''SQS''' variable ''_time''. Within an '''SQS''' 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. --[[User:Killzone_Kid|Killzone_Kid]]
<dt><dt>
<dd class="notedate">Posted on 2007-01-05 - 12:24</dd>
<dt class="note">[[User:Giova|Giova]]</dt>
<dd class="note">''Notes from before the conversion:''<br>
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)
<dt><dt>
<dd class="notedate">Posted on 2010-10-02 - 12:02</dd>
<dt class="note">[[User:TeaCup|teaCup]]</dt>
<dd class="note">
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.
<dt><dt>
<dd class="notedate">Posted on 30 Oct 2013</dd>
<dt class="note">[[User:Dr_Eyeball|Dr Eyeball]]</dt>
<dd class="note">'''Arma 3 JIP bug:'''<br>
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 is unreliable. (It's odd that it doesn't synchronise at the same time as public variables.)
<dt><dt>
<dd class="notedate">Posted on 2016-09-01 - 18:18 (UTC)</dd>
<dt class="note">[[User:Demellion|Demellion]]</dt>
<dd class="note">
'''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.
</dd>
 
</dl>

Latest revision as of 19:42, 3 September 2024

Hover & click on the images for description

Description

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

Syntax

Syntax:
time
Return Value:
Number

Examples

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

Additional Information

See also:
date dayTime serverTime skipTime accTime dateToNumber timeMultiplier setTimeMultiplier missionStart diag_tickTime diag_deltaTime systemTime systemTimeUTC BIS_fnc_timeToString

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 2006-08-04 - 12:02
hardrock
Notes from before the conversion:
Not to be confused with the SQS variable _time. Within an SQS 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 2007-01-05 - 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 2010-10-02 - 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 is unreliable. (It's odd that it doesn't synchronise at the same time as public variables.)
Posted on 2016-09-01 - 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.