time

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Introduced with Operation Flashpoint version 1.00
  

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint
Version:
1.00

Description

Description:
Returns time elapsed since mission started (in seconds). The value is different on each client. If you need unified time, use serverTime.

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

Multiplayer:
-
See also:
datedaytimeserverTimeskipTimeaccTimedateToNumbertimeMultipliersetTimeMultipliermissionStartdiag_tickTimediag_deltaTimeBIS_fnc_timeToString

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

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.)

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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.