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> Time go faster, Day/night?
Snuten(SWE)
post Oct 18 2008, 13:10
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Is there possible to make the time/day go faster in a MP-mission. So that you can simulate that your out more than one day.

I want to be able to fight both at day and night?

This post has been edited by Snuten(SWE): Oct 18 2008, 13:10
 
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Supr3me KiLL3r
post Oct 18 2008, 13:44
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Yes it is possible.

Time forward one hour. Use -1 for backward.
CODE
SkipTime 1


Setting an Exact time. Year, month, day, hour, minute of day: 2008-10-18 at 09:00 (am)
CODE
setDate [2008, 10, 18, 9, 0]


As for accelerated time, you could look in the warfare missions for the script, I dont know it. I imagine it uses a looped Skiptime code in very small increments.

This post has been edited by Supr3me KiLL3r: Oct 18 2008, 13:46


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semedar
post Sep 12 2009, 10:06
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QUOTE(Supr3me KiLL3r @ Oct 18 2008, 07:44) *
Yes it is possible.

Time forward one hour. Use -1 for backward.
CODE
SkipTime 1


Setting an Exact time. Year, month, day, hour, minute of day: 2008-10-18 at 09:00 (am)
CODE
setDate [2008, 10, 18, 9, 0]


As for accelerated time, you could look in the warfare missions for the script, I dont know it. I imagine it uses a looped Skiptime code in very small increments.


Sorry to revive this thread, but anyone know how to do it? I'm making a mission that takes a long time to complete, and I'd like for it to seem like the player is in this mission for more than 1 day.



Edit: I found out how to make time faster, I used VictorFarbau's Time Script from here: http://www.flashpoint1985.com/cgi-bin/ikon...58523;hl=snkman

What I basically did was make a script called "MPtimeclient.sqs"

CODE
# If this runs on a dedicated server - quit now
?(player != player): exit

# Init global variables locally to avoid undefined values being used; then wait 5 sec for server
~5

#tempusfugit
~1
_localhours = floor daytime
_localmin = 60 * (daytime MOD (floor daytime))
skipTime (VFserverhours - _localhours)
skipTime ((VFservermin - _localmin) / 60)
goto "tempusfugit"


and another script called "MPtimeserver.sqs":

CODE
# Accelerated Time Server build 005, © 2007 Victor Farbau
# Map objects needed: game logic called "Server"
# servertime = continuous count of time in seconds (00:00 is skipped, too much workaround otherwise)
# accel = acceleration factor (24h in 1h = accel 24)
# _hourlist holds an array of scenic starting hours, could also be set to a fix value if desired
# VFserverhours, VFservermin are public variables that contain the server time

?!(local Server): exit

_accel = 12
_taccel = _accel
_onehour = 3600
_oneday = (24 * _onehour) - _accel
_hourlist = [20]
_hourcount = (count _hourlist) - 1
_servertime = (_hourlist select (random _hourcount)) * 3600

#tempusfugit
~1
_servertime = _servertime + _taccel
?(_servertime < _onehour): _servertime = _onehour + 1
?(_servertime > _oneday): _servertime = _onehour + 1
VFserverhours = floor(_servertime / 3600)
VFservermin = floor((_servertime MOD 3600) / 60)
publicVariable "VFserverhours"
publicVariable "VFservermin"
goto "tempusfugit"


Note: I changed "_accel = 12" from 24 to 12 so time can go fast, but not too fast, and "_hourlist = [20]" from 4, 6, ect.. to 20 because that's when my mission time starts.

And yet another script called "runscripts.sqs":

CODE
this exec "MPtimeserver.sqs"
this exec "MPtimeclient.sqs"
exitWith



On the missions init.sqs I added in [] exec "runscripts.sqs"

And in-game, I put a Game Logic called "Server", and that's it! thumbsup.gif

This post has been edited by semedar: Sep 14 2009, 02:17
 
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