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____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| | | Returns time elapsed since mission started (in seconds). The value is different on each client. If you need unified time, use [[serverTime]]. |DESCRIPTION= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| '''time''' |= | | '''time''' |SYNTAX= | ||
| [[Number]] |= | | [[Number]] |RETURNVALUE= | ||
|x1=<code>_future = [[time]] + 30; | |||
[[waitUntil]] {[[time]] >= _future}; ''/* continue after 30 seconds... */''</code> |EXAMPLE1= | |||
|x2=Wait until mission fully started:<code>[[waitUntil]] {[[time]] > 0};</code> |EXAMPLE1= | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| | | [[date]], [[daytime]], [[serverTime]], [[skipTime]], [[accTime]], [[dateToNumber]], [[timeMultiplier]], [[setTimeMultiplier]], [[missionStart]], [[diag_tickTime]], [[diag_deltaTime]], [[BIS_fnc_timeToString]] |SEEALSO= | ||
}} | }} | ||
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<dl class="command_description"> | <dl class="command_description"> | ||
<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<dd class="notedate">Posted on August 4, 2006 - 12:02 | |||
<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. | |||
::''_time'' has only special meaning in SQS scripts, in SQF script it is just another variable. --[[User:Killzone_Kid|Killzone_Kid]] | |||
<dd class="notedate">Posted on January 5, 2007 - 12:24 | |||
<dt class="note">'''[[User:Giova|Giova]]'''<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 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. | |||
<dd class="notedate">Posted on 30 Oct 2013 | |||
<dt class="note">'''[[User:Dr_Eyeball|Dr Eyeball]]'''<dd class="note">'''Arma 3 JIP bug:''' | |||
As of Arma 3 v1.02, for JIP clients 'time' value will start off counting from 0, not the real 'time' value. After about 2.5sec (on average), it will then jump to a high value and synchronise with the real 'time' value, which could be 900, for example. | |||
Therefore, do not use 'time' for any start of mission init timeouts; it's unreliable. (It's odd that it doesn't synchronise at the same time as public variables.) | |||
<!-- Note Section END --> | <!-- Note Section END --> | ||
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<h3 style="display:none">Bottom Section</h3> | <h3 style="display:none">Bottom Section</h3> | ||
[[Category:Scripting Commands|TIME]] | [[Category:Scripting Commands|TIME]] | ||
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands OFP 1.96|TIME]] | [[Category:Scripting Commands OFP 1.96|TIME]] | ||
[[Category:Scripting Commands OFP 1.46|TIME]] | [[Category:Scripting Commands OFP 1.46|TIME]] | ||
[[Category:Scripting Commands ArmA|TIME]] | [[Category:Scripting Commands ArmA|TIME]] | ||
[[Category:Command_Group:_Mission_Information|TIME]] | |||
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] | |||
<!-- CONTINUE Notes --> | |||
<dl class="command_description"> | |||
<dd class="notedate">Posted on September 1, 2016 - 18:18 (UTC)</dd> | |||
<dt class="note">[[User:Demellion|Demellion]]</dt> | |||
<dd class="note"> | |||
'''In MP''': Since per-client time and server time is unconsistant I strongly recommend execution of time-critical tasks from server-side scripts and with [[remoteExec]] or [[remoteExecCall]] ('''Since only A3 1.50''' alternative may be [[publicVariableClient]] with pre-defined handler) as this will eliminate any time calculation lags and make it reliable. | |||
</dd> | |||
</dl> | |||
<!-- DISCONTINUE Notes --> |
Revision as of 20:52, 11 July 2019
Description
- Description:
- Returns time elapsed since mission started (in seconds). The value is different on each client. If you need unified time, use serverTime.
- Groups:
- Uncategorised
Syntax
- Syntax:
- time
- Return Value:
- Number
Examples
- Example 1:
_future = time + 30; waitUntil {time >= _future}; /* continue after 30 seconds... */
- Example 2:
- Wait until mission fully started:
waitUntil {time > 0};
Additional Information
- See also:
- datedaytimeserverTimeskipTimeaccTimedateToNumbertimeMultipliersetTimeMultipliermissionStartdiag_tickTimediag_deltaTimeBIS_fnc_timeToString
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.
- _time has only special meaning in SQS scripts, in SQF script it is just another variable. --Killzone_Kid
- 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.
- Posted on 30 Oct 2013
- Dr Eyeball
- Arma 3 JIP bug: As of Arma 3 v1.02, for JIP clients 'time' value will start off counting from 0, not the real 'time' value. After about 2.5sec (on average), it will then jump to a high value and synchronise with the real 'time' value, which could be 900, for example. Therefore, do not use 'time' for any start of mission init timeouts; it's unreliable. (It's odd that it doesn't synchronise at the same time as public variables.)
Bottom Section
- Posted on September 1, 2016 - 18:18 (UTC)
- Demellion
- In MP: Since per-client time and server time is unconsistant I strongly recommend execution of time-critical tasks from server-side scripts and with remoteExec or remoteExecCall (Since only A3 1.50 alternative may be publicVariableClient with pre-defined handler) as this will eliminate any time calculation lags and make it reliable.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Mission Information
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters