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Lou Montana (talk | contribs) m (Text replacement - "<code>([^ ]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^ ]*) ([^ ]*)<\/code>" to "<code>$1$2$3 $4</code>") |
Lou Montana (talk | contribs) m (Text replacement - "\|x([0-9])= *<code>([^<]*)<\/code>" to "|x$1= <sqf>$2</sqf>") |
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|r1= [[Number]] | |r1= [[Number]] | ||
|x1= < | |x1= <sqf>private _future = time + 30; | ||
waitUntil { time >= _future }; // continue after 30 seconds</ | waitUntil { time >= _future }; // continue after 30 seconds</sqf> | ||
|x2= Wait until mission fully started: | |x2= Wait until mission fully started: |
Revision as of 10:25, 13 May 2022
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
Examples
- Example 1:
- 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.
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: Mission Information