kierandobbin54 10 Posted March 20, 2012 Hello, I was wondering if there was an mod or something so the time in gameplay is faster, for example like GTA time or 1min = 1 hour I hope I put this in the right forum & you guys understand what I mean. Thankyou Ofp+ Arma Share this post Link to post Share on other sites
t0t3m 1 Posted March 21, 2012 You can try to accelerate time with the Time Acceleration keys Share this post Link to post Share on other sites
gammadust 12 Posted March 21, 2012 maybe check what you can do with: setAccTime and skipTime Share this post Link to post Share on other sites
celery 8 Posted March 21, 2012 I haven't bumped into such an addon, but I believe it wouldn't be too hard to make. You might want to ask such a favor in the addon request thread: http://forums.bistudio.com/showthread.php?74039-Arma-2-Addon-request-thread If it's for a single mission that you're making, use the skipTime or setDate command in a loop. Share this post Link to post Share on other sites
gammadust 12 Posted March 22, 2012 (edited) I mistook this post as a script query... to redeem myself here's one: init.sqf [60,(100/3)] spawn compile preprocessFileLineNumbers "timex.sqf"; // replace "60" with the acceleration factor required and "(100/3)" with the number of updates per second required or leave blank for defaults ("60" results in an in-game minute per gameplay second, 3600 in an hour per second, etc) timex.sqf _acceleration = 60; // Default - acceleration factor _updaterate = 100 / 3; // Default - updates per second - recommended value for smooth update = 100/3 (ties with 33,3fps) switch (count _this) do { case 1: { _acceleration = _this select 0; }; case 2: { _acceleration = _this select 0; _updaterate = _this select 1; }; }; _tick = 1 / _updaterate; // time in seconds between updates _tepf = 1 / 3600 / _updaterate; // time elapsed per tick (in hours) _timetoskip = (_acceleration * _tepf) - (_tepf); // subtract also time actually elapsed since last tick while {true} do { skipTime (_timetoskip); sleep _tick; } Create two textfiles, name them accordingly (mind the extension "sqf"), and copy them inside the mission folder you're loading. If you have a "init.sqf" there already just add that piece of code in the begining. Note: This script updates the time at a very fast rate (in order to avoid bumps in sun position and be smooth), i can't tell how stressful it would be running it along other processing intensive scripts. You can check how it is working by pressing "o" in-game and look at the watch. Edited March 22, 2012 by gammadust script update Share this post Link to post Share on other sites
Joe98 92 Posted March 22, 2012 Press the key on your keyboard and time goes twice as face. Press again and then 4 x as fast. Press again and it goes back to normal time . . Share this post Link to post Share on other sites
gammadust 12 Posted March 22, 2012 ^^ that would also make all simulations accelerate, including the player movement and all the other stuff... (i've also updated the script with the possibility to optionaly set the update rate if it is required) Share this post Link to post Share on other sites
kierandobbin54 10 Posted March 22, 2012 @ Gammadust, Cheers for the help and the script but Im looking for a addon. @Celery, Yeah Ill post something in the thread :) Cheers guys for trying to help me ! Share this post Link to post Share on other sites
katipo66 94 Posted March 22, 2012 to redeem myself here's one: Thanks gammadust, ive been wanting some type of time acceleration script that might improve on skipTime... ill give this a spin. Share this post Link to post Share on other sites
gammadust 12 Posted March 22, 2012 Managed to make an addon version (download) tested in both Arma 2 and OA. instructions in readme.txt ;) Share this post Link to post Share on other sites