time: Difference between revisions

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<dd class="notedate">Posted on August 4, 2006 - 12:02</dd>
<dd class="notedate">Posted on August 4, 2006 - 12:02
<dt class="note">'''[[User:Hardrock|hardrock]]'''</dt><dd class="note">''Notes from before the conversion:''
<dt class="note">'''[[User:Hardrock|hardrock]]'''<dd class="note">''Notes from before the conversion:''


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 '''_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.
</dd>


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


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


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Revision as of 02:53, 18 October 2011

Hover & click on the images for description

Description

Description:
Time elapsed since mission started (in seconds).
Groups:
Uncategorised

Syntax

Syntax:
Number = time
Return Value:
Number

Examples

Examples:
Example needed

Additional Information

See also:
daytimedatedateToNumber

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 _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.
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.

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