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Dr Eyeball (talk | contribs) (Warning note for A3 JIP bug) |
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<dt class="note">'''[[User:TeaCup|teaCup]]'''<dd class="note"> | <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. | 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.) | |||
Revision as of 01:31, 30 October 2013
Description
- Description:
- Time elapsed since mission started (in seconds).
- Groups:
- Uncategorised
Syntax
Examples
- Examples:
- Example needed
Additional Information
- See also:
- daytimedatedateToNumber
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.
- 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
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 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Mission Information
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters