sprucewaine 1 Posted July 25, 2017 Does anyone have a script or an immersive way to skip time? I would like for everyone to be able to change the time, either by adding an action to deployed sleeping bag (like zues has with spawn points), or a simple, if you sit down you get an addaction to skip the time 2 hours forward. It would be amazing if there was a fallout kind of way to skip time, with a slider and everything. Share this post Link to post Share on other sites
killzone_kid 1333 Posted July 26, 2017 You can change time with skipTime https://community.bistudio.com/wiki/skipTime setDate https://community.bistudio.com/wiki/setDate setAccTime https://community.bistudio.com/wiki/setAccTime setTimeMultiplier https://community.bistudio.com/wiki/setTimeMultiplier Pick your poison Share this post Link to post Share on other sites
sprucewaine 1 Posted July 26, 2017 9 minutes ago, killzone_kid said: You can change time with skipTime https://community.bistudio.com/wiki/skipTime setDate https://community.bistudio.com/wiki/setDate setAccTime https://community.bistudio.com/wiki/setAccTime setTimeMultiplier https://community.bistudio.com/wiki/setTimeMultiplier Pick your poison Alrighty, well so how do we go about adding that onto all deployed sleeping bags? Or just on players who sit down? I'm not going to give every player access to the debug menu :P. Share this post Link to post Share on other sites
killzone_kid 1333 Posted July 26, 2017 For starters you cannot have all players or several players changing time, it could only be 1 player or automatic script. You cannot use setAccTime in multiplayer either, so this leaves you with 3 other commands that need to be executed on the server only. So player addAction ["AccelerateTime", {[120] remoteExec ["setTimeMultiplier", 2]}]; player addAction ["ResetTime", {[1] remoteExec ["setTimeMultiplier", 2]}]; add this to the time keeper Share this post Link to post Share on other sites
Nikander 123 Posted July 26, 2017 Just now, hank kelley said: Alrighty, well so how do we go about adding that onto all deployed sleeping bags? Try this for brown sleeping bags player addAction ["Sleep", {skipTime 5}, nil, 0, true, true, "", "typeOf cursorObject isEqualTo 'Respawn_Sleeping_bag_brown_F'"]; Just now, hank kelley said: Or just on players who sit down? This is for rifleman sitting down player addAction ["Sit and wait", {skipTime 5}, nil, 0, true, true, "", "animationState player isEqualTo 'amovpsitmstpslowwrfldnon'"]; Just an example, see KK's post about MP compatibility Share this post Link to post Share on other sites
Vanhouten_cz 0 Posted January 3, 2019 guys I need help with ingame time. My story: i have mission, where I need launch nuke at 12:00. Mission is started at 10:00. When I use BI countdown timer, countdown isnt accurate (because acctime, save/load, etc. - difference should be +- 30 minutes ingame time, so in result it is one hour "window" when nuke can launched). My idea is use ingame time. I try many things with this, but I´m not able to do it functional. I have complete whole mission with almost 2 hours gameplay but this problem with countdown makes me crazy :-/ Other two friends try to fix it, but they also dont know. Can anyone help me with this? Idea: Script checking ingame time (no how long I am playing, but time on ingame clocks). When will be 12:00 script start my script "launch.sqf". What I try to use. But isn´t accurate. _launch = time + 7200; waitUntil {time >= _launch}; Has someone any idea? Thank you Share this post Link to post Share on other sites
Grumpy Old Man 3549 Posted January 3, 2019 6 minutes ago, Vanhouten_cz said: guys I need help with ingame time. My story: i have mission, where I need launch nuke at 12:00. Mission is started at 10:00. When I use BI countdown timer, countdown isnt accurate (because acctime, save/load, etc. - difference should be +- 30 minutes ingame time, so in result it is one hour "window" when nuke can launched). My idea is use ingame time. I try many things with this, but I´m not able to do it functional. I have complete whole mission with almost 2 hours gameplay but this problem with countdown makes me crazy :-/ Other two friends try to fix it, but they also dont know. Can anyone help me with this? Idea: Script checking ingame time (no how long I am playing, but time on ingame clocks). When will be 12:00 script start my script "launch.sqf". What I try to use. But isn´t accurate. _launch = time + 7200; waitUntil {time >= _launch}; Has someone any idea? Thank you Simply use daytime: _launch = 14; waitUntil {dayTime > _launch}; Cheers 2 Share this post Link to post Share on other sites
HazJ 1289 Posted January 4, 2019 XmasTime > gone Time to lose the festive hat lol @Grumpy Old Man Good work haha. Share this post Link to post Share on other sites
Vanhouten_cz 0 Posted January 4, 2019 @Grumpy Old Man finally working right. Thank you for "kick" :-) Share this post Link to post Share on other sites
Grumpy Old Man 3549 Posted January 4, 2019 11 hours ago, HazJ said: XmasTime > gone Time to lose the festive hat lol @Grumpy Old Man Good work haha. Wasn't really helpful during covert ops, I admit. Cheers 1 Share this post Link to post Share on other sites