time: Difference between revisions

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m (Text replacement - "\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^ ]*)<\/code>" to "$1$2</code>")
m (Text replacement - "<code>([^ ]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^ ]*) ([^ ]*)<\/code>" to "<code>$1$2$3 $4</code>")
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|r1= [[Number]]
|r1= [[Number]]


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



Revision as of 11:40, 12 May 2022

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 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 is 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.