skipTime: Difference between revisions
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[[Category:Scripting Commands OFP 1.46|SKIPTIME]] | [[Category:Scripting Commands OFP 1.46|SKIPTIME]] | ||
[[Category:Scripting Commands ArmA|SKIPTIME]] | [[Category:Scripting Commands ArmA|SKIPTIME]] | ||
[[Category:Command_Group:_Environment|{{uc:{{PAGENAME}}}}]] |
Revision as of 23:12, 22 July 2007
Description
- Description:
- Skiptime duration is in hours. Daytime is adjusted, weather change is estimated, no changes are made in any units. The tide is also adjusted.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
skipTime 5
Additional Information
- See also:
- See also needed
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
- Here is a very useful function - great for giving a "campaign" feel to a running battle. Try this in your init.sqs file: while(true) do { skiptime 0.00333 ~0.1 } This will make each day pass in around 12 minutes - great fun watching sunsets and the night sky!
- skipTime is not to be confused with accTime.
- Here is a useful piece of code that will enable the mission to skip forward to any given time, irrespective of what time it happens to be in the mission: skipTime (_timeToSkipTo - daytime + 24 ) % 24 See also: a % b
- Posted on Feb 25, 2007
- Manny
- Note that time can also be skipped "backwards", ie. you can provide negative values and jump back in time.
- Posted on March 21, 2007
- granQ
- One second is roughly 0.00026.
- Ceeeb
- In ArmA, skipTime does not actually estimate weather changes beyond moving the clouds across the sky. Weather counters continue as if no time has passed.