skipTime: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (VBS2 scripting category removal)
(mass edit: removing obsolete </dt> and </dd> tags)
Line 31: Line 31:
<dl class="command_description">
<dl class="command_description">
<!-- Note Section BEGIN -->
<!-- Note Section BEGIN -->
<dd class="notedate"></dd>
<dd class="notedate">
<dt class="note"></dt><dd class="note">
<dt class="note"><dd class="note">
To simulate a smooth time-lapse effect (e.g. in cut-scenes), you can use the following code:
To simulate a smooth time-lapse effect (e.g. in cut-scenes), you can use the following code:
  while {true} do {skiptime 0.00333; sleep 0.1}
  while {true} do {skiptime 0.00333; sleep 0.1}
</dd>


<dd class="notedate"></dd>
 
<dt class="note"></dt><dd class="note">To skip forward to a specific time, irrespective of the current mission time, use:
<dd class="notedate">
<dt class="note"><dd class="note">To skip forward to a specific time, irrespective of the current mission time, use:
  skipTime (_timeToSkipTo - [[daytime]] + 24 ) [[a % b|%]] 24
  skipTime (_timeToSkipTo - [[daytime]] + 24 ) [[a % b|%]] 24
</dd>


<dd class="notedate"></dd>
 
<dt class="note">'''[[User:Ceeeb|Ceeeb]]'''</dt><dd class="note">In ArmA & OFP, skipTime does not actually estimate weather changes beyond moving the clouds across the sky. Weather counters continue as if no time has passed. The [[setDate]] command can be used instead of skiptime to change the time ''without'' the visual give-away of the lower clouds jumping.</dd>
<dd class="notedate">
<dt class="note">'''[[User:Ceeeb|Ceeeb]]'''<dd class="note">In ArmA & OFP, skipTime does not actually estimate weather changes beyond moving the clouds across the sky. Weather counters continue as if no time has passed. The [[setDate]] command can be used instead of skiptime to change the time ''without'' the visual give-away of the lower clouds jumping.


<!-- Note Section END -->
<!-- Note Section END -->

Revision as of 02:56, 18 October 2011

Hover & click on the images for description

Description

Description:
Jumps the specified number of hours forward or backward.
The time of day and tides are adjusted, but no changes are made to any units. If present, the lower level of clouds instantly jump to the position they would be in if time had passed normally.
Multiplayer:
Even though the immediate effect of skipTime is only local, the new time will propagate through the network after 30 seconds or so.
Groups:
Uncategorised

Syntax

Syntax:
skipTime duration
Parameters:
duration: Number - Hours to skip.
A positive value will create a forward time jump, a negative value will jump backwards.
One second is roughly 0.00026 hours.
Any calculations must be enclosed in parentheses, e.g. skipTime (_seconds/3600)
Return Value:
Nothing

Examples

Example 1:
skipTime 5

Additional Information

See also:
setDateaccTime

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

To simulate a smooth time-lapse effect (e.g. in cut-scenes), you can use the following code: while {true} do {skiptime 0.00333; sleep 0.1}
To skip forward to a specific time, irrespective of the current mission time, use: skipTime (_timeToSkipTo - daytime + 24 ) % 24
Ceeeb
In ArmA & OFP, skipTime does not actually estimate weather changes beyond moving the clouds across the sky. Weather counters continue as if no time has passed. The setDate command can be used instead of skiptime to change the time without the visual give-away of the lower clouds jumping.

Bottom Section