Time go faster, Day/night? |
Time go faster, Day/night? |
Oct 18 2008, 13:10
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#1
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New Member Group: Members Posts: 1 Joined: 18-October 08 Member No.: 4,374 |
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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Oct 18 2008, 13:44
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#2
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Member Group: Members Posts: 124 Joined: 22-June 08 Member No.: 3,465 |
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 -------------------- My Armed Assault Youtube page.
http://www.youtube.com/watch?v=sYwE-HkeYuQ |
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Sep 12 2009, 10:06
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#3
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Junior Member Group: Members Posts: 20 Joined: 18-March 09 From: San Antonio, TX Member No.: 5,356 |
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! This post has been edited by semedar: Sep 14 2009, 02:17 |
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