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Introduced with Operation Flashpoint version 1.00
  

点击图片可看到更多讯息

开始使用于

游戏:
Operation Flashpoint
版本:
1.00

描述

描述:
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.

基本句法

句法:
skipTime duration
参数:
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)
返回值:
Nothing

范例

范例1:
skipTime 5;

额外资讯

多人游戏:
Even though the immediate effect of skipTime is only local, the new time will propagate through the network after 30 seconds or so.
也可以看看:

setDateaccTimesetTimeMultipliertimeMultiplier

注意事项

此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.
新增注意事项 | 如何新增?

Notes

Unknwon
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};


Unknown
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.


kju
I cannot confirm this for OA 1.60 beta (85889):

MP: Even though the immediate effect of skipTime is only local,
the new time will propagate through the network after 30 seconds or so.

Instead the date, which includes time, is synced automatically for new JIP clients - NOT for present instances. So one has to apply skipTime on all instances in MP (server + all present clients).


Killzone_Kid
This command is blocking and in some cases it may take up to 1.5 seconds (probably depends on CPU) for it to calculate the changes to the environment, during which the game will microfreeze. It largely depends on weather changes, which are quite random. However one thing remains consistent, skipTime 24 hours is always almost instant. This is quite helpful when used in conjunction with commands such as setOvercast for instant and seamless effect. To try it yourself use this script: [] spawn { for "_i" from 1 to 24 do { _time = diag_tickTime; skipTime _i; diag_log [_i, diag_tickTime - _time]; sleep 3; }; }; One of the results (results will vary depending on weather conditions): [1,1.44507] [2,1.46118] [3,1.33105] [4,1.396] [5,0.0310059] [6,1.37891] [7,1.4502] [8,1.37817] [9,1.37695] [10,1.37012] [11,1.448] [12,1.32593] [13,1.45508] [14,1.448] [15,0.0349121] [16,0.0368652] [17,1.25903] [18,1.38599] [19,1.4519] [20,0.052002] [21,0.0400391] [22,0.0490723] [23,1.35205] [24,0.0151367] //this is always the lowest


Killzone_Kid
In Arma 3 (around v1.14) skipTime executed on the server will get synced in 5 seconds or so with all the clients. It will also be JIP compatible. skipTime executed on a client will change time on client for about 5 seconds after which it will sync back to server time.

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