skipTime: Difference between revisions

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  skiptime 0.00333  ~0.1  }
  skiptime 0.00333  ~0.1  }


This will make each day pass in around 12 minutes - great fun watching sunsets and the night sky! Not to be confused with [[accTime]].  
This will make each day pass in around 12 minutes - great fun watching sunsets and the night sky!
 
Not to be confused with [[accTime]].  


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 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 is:

Revision as of 22:54, 25 February 2007

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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.
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Notes

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! Not to be confused with accTime. 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 is: 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.

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