time: Difference between revisions

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____________________________________________________________________________________________


| '''time''' |SYNTAX=
| [[time]] |SYNTAX=


| [[Number]] |RETURNVALUE=
| [[Number]] |RETURNVALUE=


|x1=<code>_future = [[time]] + 30;
|x1= <code>[[private]] _future = [[time]] + 30;
[[waitUntil]] {[[time]] >= _future};  ''/* continue after 30 seconds... */''</code> |EXAMPLE1=
[[waitUntil]] { [[time]] >= _future };  {{cc|continue after 30 seconds}}</code> |EXAMPLE1=


|x2=Wait until mission fully started:<code>[[waitUntil]] {[[time]] > 0};</code> |EXAMPLE1=
|x2= Wait until mission fully started:
<code>[[waitUntil]] { [[time]] > 0 };</code> |EXAMPLE2=
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____________________________________________________________________________________________


| [[date]], [[daytime]], [[serverTime]], [[skipTime]], [[accTime]], [[dateToNumber]], [[timeMultiplier]], [[setTimeMultiplier]], [[missionStart]], [[diag_tickTime]], [[diag_deltaTime]], [[BIS_fnc_timeToString]] |SEEALSO=
| [[date]], [[daytime]], [[serverTime]], [[skipTime]], [[accTime]], [[dateToNumber]], [[timeMultiplier]], [[setTimeMultiplier]], [[missionStart]], [[diag_tickTime]], [[diag_deltaTime]], [[BIS_fnc_timeToString]] |SEEALSO=
}}
}}


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<dd class="notedate">Posted on August 4, 2006 - 12:02
<dd class="notedate">Posted on August 4, 2006 - 12:02
<dt class="note">'''[[User:Hardrock|hardrock]]'''<dd class="note">''Notes from before the conversion:''
<dt class="note">[[User:Hardrock|hardrock]]
 
<dd class="note">''Notes from before the conversion:''<br>
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.
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]]  
::''_time'' has only special meaning in SQS scripts, in SQF script it is just another variable. --[[User:Killzone_Kid|Killzone_Kid]]  


<dd class="notedate">Posted on January 5, 2007 - 12:24
<dd class="notedate">Posted on January 5, 2007 - 12:24
<dt class="note">'''[[User:Giova|Giova]]'''<dd class="note">''Notes from before the conversion:''
<dt class="note">[[User:Giova|Giova]]
 
<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)
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)


<dd class="notedate">Posted on October 02, 2010 - 12:02
<dd class="notedate">Posted on October 02, 2010 - 12:02
<dt class="note">'''[[User:TeaCup|teaCup]]'''<dd class="note">
<dt class="note">[[User:TeaCup|teaCup]]
<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.
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.


<dd class="notedate">Posted on 30 Oct 2013
<dd class="notedate">Posted on 30 Oct 2013
<dt class="note">'''[[User:Dr_Eyeball|Dr Eyeball]]'''<dd class="note">'''Arma 3 JIP bug:'''
<dt class="note">[[User:Dr_Eyeball|Dr Eyeball]]
 
<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.
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.)
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.)


<dd class="notedate">Posted on September 1, 2016 - 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>


<!-- Note Section END -->
<!-- Note Section END -->
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[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|TIME]]
[[Category:Scripting Commands OFP 1.46|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|TIME]]
[[Category:Scripting Commands ArmA|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.46|TIME]]
[[Category:Scripting Commands ArmA|TIME]]
[[Category:Command_Group:_Mission_Information|TIME]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
 
[[Category:Command_Group:_Mission_Information|{{uc:{{PAGENAME}}}}]]
<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on September 1, 2016 - 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>
<!-- DISCONTINUE Notes -->

Revision as of 15:45, 4 September 2019

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:
Uncategorised

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:
datedaytimeserverTimeskipTimeaccTimedateToNumbertimeMultipliersetTimeMultipliermissionStartdiag_tickTimediag_deltaTimeBIS_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

Notes

Posted on August 4, 2006 - 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 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.)
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.

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