skipTime: Difference between revisions

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m (tidied up the notes)
m (+ environment category)
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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 00:12, 23 July 2007

Hover & click on the images for description

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

Syntax:
skipTime duration
Parameters:
duration: Number
Return Value:
Nothing

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.

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