Difference between revisions of "skipTime"

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m (Text replacement - " *\| *Multiplayer *= * " to " ")
m (Text replacement - "[[daytime" to "[[dayTime")
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{{RV|type=command
 
{{RV|type=command
  
| ofp
+
|game1= ofp
 +
|version1= 1.00
  
|1.00
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|game2= ofpe
 +
|version2= 1.00
 +
 
 +
|game3= arma1
 +
|version3= 1.00
 +
 
 +
|game4= arma2
 +
|version4= 1.00
 +
 
 +
|game5= arma2oa
 +
|version5= 1.50
 +
 
 +
|game6= tkoh
 +
|version6= 1.00
 +
 
 +
|game7= arma3
 +
|version7= 0.50
  
 
|serverExec= server
 
|serverExec= server
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|gr2= Environment
 
|gr2= Environment
  
| Jumps the specified number of hours forward or backward.<br>The time of day and tides are adjusted, but no changes are made to any units. If present, the lower level of clouds instantly jump to the position they would be in if time had passed normally.
+
|descr= Jumps the specified number of hours forward or backward.<br>The time of day and tides are adjusted, but no changes are made to any units. If present, the lower level of clouds instantly jump to the position they would be in if time had passed normally.
  
|mp= In Arma 3 (around v1.14) [[skipTime]] executed on the server will get synced in 5 seconds or so with all the clients. It will also be [[Multiplayer Scripting#Join In Progress|JIP]] compatible. [[skipTime]] executed on a client will change time on client for about 5 seconds after which it will sync back to server time.<br>
+
|mp= In {{arma3}} (around v1.14) [[skipTime]] executed on the server will get synced in 5 seconds or so with all the clients. It will also be [[Multiplayer Scripting#Join In Progress|JIP]] compatible. [[skipTime]] executed on a client will change time on client for about 5 seconds after which it will sync back to server time.<br>
 
For other games' behaviour, see {{HashLink|Multiplayer Scripting#Join In Progress}}.
 
For other games' behaviour, see {{HashLink|Multiplayer Scripting#Join In Progress}}.
  
| '''skipTime''' duration
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|s1= [[skipTime]] duration
  
|p1= duration: [[Number]] - Hours to skip.<br>A positive value will create a forward time jump, a negative value will jump backwards.<br>One second is roughly 0.00026 hours.<br>
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|p1= duration: [[Number]] - Hours to skip. A positive value will create a forward time jump, a negative value will jump backwards.
Any calculations must be enclosed in parentheses, e.g. skipTime (_seconds/3600)
+
 
 +
|r1= [[Nothing]]
  
| [[Nothing]]
 
 
 
 
|x1= <code>[[skipTime]] 5;</code>
 
|x1= <code>[[skipTime]] 5;</code>
  
|x2= <code>[[while]] {[[true]]} [[do]]  
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|x2= <code>[[skipTime]] (5/60); {{cc|be sure to use parentheses, otherwise here ([[skipTime]] 5)/60 will happen}}</code>
 +
 
 +
|x3= <code>[[while]] {[[true]]} [[do]]  
 
{
 
{
  [[skipTime]] 0.00333;  
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[[skipTime]] 0.00333;  
  [[sleep]] 0.1;{{cc|Smooth time transition}}
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[[sleep]] 0.1; {{cc|smooth time transition}}
 
};</code>
 
};</code>
  
|x3= <code>[[skipTime]] (_timeToSkipTo - [[daytime]] + 24 ) [[a % b|%]] 24;{{cc|Skip forward to a specific time, irrespective of the current mission time}}</code>
+
|x4= <code>[[skipTime]] ((_timeToSkipTo - [[dayTime]] + 24) [[a % b|%]] 24); {{cc|skip forward to a specific time, irrespective of the current mission time}}</code>
  
| [[setDate]], [[accTime]], [[setTimeMultiplier]], [[timeMultiplier]]
+
|seealso= [[setDate]], [[accTime]], [[setTimeMultiplier]], [[timeMultiplier]]
 
}}
 
}}
  
 
<dl class="command_description">
 
<dl class="command_description">
<!-- Note Section BEGIN -->
 
  
 +
<dt><dt>
 
<dd class="notedate">
 
<dd class="notedate">
<dt class="note">[[User:Ceeeb|Ceeeb]]
+
<dt class="note">[[User:Ceeeb|Ceeeb]]</dt>
<dd class="note">In ArmA & OFP, skipTime does not actually estimate weather changes beyond moving the clouds across the sky. Weather counters continue as if no time has passed. The [[setDate]] command can be used instead of skiptime to change the time ''without'' the visual give-away of the lower clouds jumping.
+
<dd class="note">In ArmA & OFP, skipTime does not actually estimate weather changes beyond moving the clouds across the sky.
 
+
Weather counters continue as if no time has passed.
 +
The [[setDate]] command can be used instead of skiptime to change the time ''without'' the visual give-away of the lower clouds jumping.</dd>
  
 +
<dt><dt>
 
<dd class="notedate">
 
<dd class="notedate">
<dt class="note">[[User:Kju|kju]]
+
<dt class="note">[[User:Kju|kju]]</dt>
 
<dd class="note">I cannot confirm this for OA 1.60 beta (85889):
 
<dd class="note">I cannot confirm this for OA 1.60 beta (85889):
MP: Even though the immediate effect of skipTime is only local,
+
MP: Even though the immediate effect of skipTime is only local,
the new time will propagate through the network after 30 seconds or so.
+
the new time will propagate through the network after 30 seconds or so.
 
Instead the [[date]], which includes time, is synced automatically for new JIP clients - NOT for present instances.
 
Instead the [[date]], which includes time, is synced automatically for new JIP clients - NOT for present instances.
 
So one has to apply skipTime on all instances in MP (server + all present clients).
 
So one has to apply skipTime on all instances in MP (server + all present clients).
 +
</dd>
  
 
+
<dt><dt>
 
<dd class="notedate">
 
<dd class="notedate">
<dt class="note">[[User:Killzone_Kid|Killzone_Kid]]
+
<dt class="note">[[User:Killzone_Kid|Killzone_Kid]]</dt>
 
<dd class="note">This command is blocking and in some cases it may take up to 1.5 seconds (probably depends on CPU) for it to calculate the changes to the environment, during which the game will microfreeze. It largely depends on weather changes, which are quite random. However one thing remains consistent, [[skipTime]] 24 hours is always almost instant. This is quite helpful when used in conjunction with commands such as [[setOvercast]] for instant and seamless effect. To try it yourself use this script:
 
<dd class="note">This command is blocking and in some cases it may take up to 1.5 seconds (probably depends on CPU) for it to calculate the changes to the environment, during which the game will microfreeze. It largely depends on weather changes, which are quite random. However one thing remains consistent, [[skipTime]] 24 hours is always almost instant. This is quite helpful when used in conjunction with commands such as [[setOvercast]] for instant and seamless effect. To try it yourself use this script:
 
<code>[] [[spawn]] {
 
<code>[] [[spawn]] {
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};</code>
 
};</code>
 
One of the results (results will vary depending on weather conditions):<br>
 
One of the results (results will vary depending on weather conditions):<br>
<spoiler text="Show Results">
+
<spoiler text="Show results">
 
<pre>[1,1.44507]
 
<pre>[1,1.44507]
 
[2,1.46118]
 
[2,1.46118]
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[24,0.0151367] // this is always the lowest</pre>
 
[24,0.0151367] // this is always the lowest</pre>
 
</spoiler>
 
</spoiler>
<!-- Note Section END -->
+
</dd>
 +
 
 
</dl>
 
</dl>
 
[[Category:Scripting Commands OFP 1.46|{{uc:{{PAGENAME}}}}]]
 
[[Category:Scripting Commands OFP 1.96|{{uc:{{PAGENAME}}}}]]
 
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
 
{{GameCategory|arma1|Scripting Commands}}
 
{{GameCategory|arma2|Scripting Commands}}
 
{{GameCategory|arma3|Scripting Commands}}
 
{{GameCategory|tkoh|Scripting Commands}}
 

Revision as of 01:03, 13 July 2021

Hover & click on the images for description

Description

Description:
Jumps the specified number of hours forward or backward.
The time of day and tides are adjusted, but no changes are made to any units. If present, the lower level of clouds instantly jump to the position they would be in if time had passed normally.
Multiplayer:
In Arma 3 (around v1.14) skipTime executed on the server will get synced in 5 seconds or so with all the clients. It will also be JIP compatible. skipTime executed on a client will change time on client for about 5 seconds after which it will sync back to server time.
For other games' behaviour, see Multiplayer Scripting - Join In Progress.
Groups:
TimeEnvironment

Syntax

Syntax:
skipTime duration
Parameters:
duration: Number - Hours to skip. A positive value will create a forward time jump, a negative value will jump backwards.
Return Value:
Nothing

Examples

Example 1:
skipTime 5;
Example 2:
skipTime (5/60); // be sure to use parentheses, otherwise here (skipTime 5)/60 will happen
Example 3:
while {true} do { skipTime 0.00333; sleep 0.1; // smooth time transition };
Example 4:
skipTime ((_timeToSkipTo - dayTime + 24) % 24); // skip forward to a specific time, irrespective of the current mission time

Additional Information

See also:
setDateaccTimesetTimeMultipliertimeMultiplier

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
Ceeeb
In ArmA & OFP, skipTime does not actually estimate weather changes beyond moving the clouds across the sky. Weather counters continue as if no time has passed. The setDate command can be used instead of skiptime to change the time without the visual give-away of the lower clouds jumping.
kju
I cannot confirm this for OA 1.60 beta (85889): MP: Even though the immediate effect of skipTime is only local, the new time will propagate through the network after 30 seconds or so. Instead the date, which includes time, is synced automatically for new JIP clients - NOT for present instances. So one has to apply skipTime on all instances in MP (server + all present clients).
Killzone_Kid
This command is blocking and in some cases it may take up to 1.5 seconds (probably depends on CPU) for it to calculate the changes to the environment, during which the game will microfreeze. It largely depends on weather changes, which are quite random. However one thing remains consistent, skipTime 24 hours is always almost instant. This is quite helpful when used in conjunction with commands such as setOvercast for instant and seamless effect. To try it yourself use this script: [] spawn { for "_i" from 1 to 24 do { _time = diag_tickTime; skipTime _i; diag_log [_i, diag_tickTime - _time]; sleep 3; }; }; One of the results (results will vary depending on weather conditions):
Show results