diag tickTime: Difference between revisions
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|s1= [[diag_tickTime]] | |s1= [[diag_tickTime]] | ||
|r1= [[Number]] - | |r1= [[Number]] - time in seconds from game start | ||
|x1= <sqf>// Measure execution time of a script | |x1= <sqf> | ||
// Measure execution time of a script | |||
_start = diag_tickTime; | _start = diag_tickTime; | ||
// code | // code | ||
_stop = diag_tickTime; | _stop = diag_tickTime; | ||
diag_log format ["%1",_stop - _start];</sqf> | diag_log format ["%1",_stop - _start]; | ||
</sqf> | |||
|seealso= [[diag_fps]] [[diag_fpsMin]] [[diag_frameNo]] [[diag_log]] [[diag_deltaTime]] [[time]] [[systemTime]] [[systemTimeUTC]] | |seealso= [[diag_fps]] [[diag_fpsMin]] [[diag_frameNo]] [[diag_log]] [[diag_deltaTime]] [[time]] [[systemTime]] [[systemTimeUTC]] |
Latest revision as of 19:43, 3 September 2024
Description
- Description:
- Real time in seconds spent from the start of the game. On Windows the command uses timeGetTime.
- Groups:
- DiagnosticTime
Syntax
- Syntax:
- diag_tickTime
- Return Value:
- Number - time in seconds from game start
Examples
- Example 1:
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 25 Jan, 2014
- Killzone_Kid
- This command will return time since last client restart as float. However because of Number format used in Arma, the more time has past since restart the less precise the returned value will be.
- Posted on Apr 13, 2022 - 23:20 (UTC)
- This command keeps incrementing if the player has paused the game, even in singleplayer. If time spent paused should not be considered, use time