time: Difference between revisions

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<!-- Note Section BEGIN -->
<!-- Note Section BEGIN -->


<dd class="notedate">Posted on August 4, 2006 - 12:02
<dd class="notedate">Posted on August 4, 2006 - 12:02</dd>
<dt class="note">[[User:Hardrock|hardrock]]
<dt class="note">[[User:Hardrock|hardrock]]
<dd class="note">''Notes from before the conversion:''<br>
<dd class="note">''Notes from before the conversion:''<br>
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::''_time'' has only special meaning in SQS scripts, in SQF script it is just another variable. --[[User:Killzone_Kid|Killzone_Kid]]  
::''_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
<dd class="notedate">Posted on January 5, 2007 - 12:24</dd>
<dt class="note">[[User:Giova|Giova]]
<dt class="note">[[User:Giova|Giova]]
<dd class="note">''Notes from before the conversion:''<br>
<dd class="note">''Notes from before the conversion:''<br>
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)
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
<dd class="notedate">Posted on October 02, 2010 - 12:02</dd>
<dt class="note">[[User:TeaCup|teaCup]]
<dt class="note">[[User:TeaCup|teaCup]]
<dd class="note">
<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.
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
<dd class="notedate">Posted on 30 Oct 2013</dd>
<dt class="note">[[User:Dr_Eyeball|Dr Eyeball]]
<dt class="note">[[User:Dr_Eyeball|Dr Eyeball]]
<dd class="note">'''Arma 3 JIP bug:'''<br>
<dd class="note">'''Arma 3 JIP bug:'''<br>

Revision as of 01:18, 30 January 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
TimeMission Information

Syntax

Syntax:
Syntax needed
Return Value:
Return value needed

Examples

Example 1:
private _future = time + 30; waitUntil { time >= _future }; // continue after 30 seconds
Example 2:
Wait until mission fully started: waitUntil { time > 0 };

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
Posted on August 4, 2006 - 12:02
hardrock
Notes from before the conversion:
Not to be confused with the SQS variable _time. Within an SQS 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 is unreliable. (It's odd that it doesn't synchronise at the same time as public variables.)
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.