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Nozo

time

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is it pssible to make your time run faster without making your units or explosion run faster ?....

i don't care if it then makes that it would take my men 30 min (in opf-time) to go 10 meters....

I just want to experience day and night during an hour play...

as far as i know i have to use the SetAccTime but where should i put it ?.... if it a script then how and where...

I'm totally new into script things...

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just make a new readme file and rename it time.sqs...

u will be prompted.. say yes....

open it up and simply and setacttime #

#= wot speed u want the game to run...

e.g

0.5 slow down time

1 is normal time

and anything higher than 1 is faster.

go into ur mission and make a trigger. in the on activation field type:-

[] exec "time.sqs"

make sure the trigger is set to detect west........ once the trigger has been activated it will look for the sqs file in ur mission folder and run it.

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o sorry i didn't read the q properly..

if u mean u want everything around u go faster but ur men to stay normal time then that is impos!

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You can experience day and night with the SkipTime command, for example skiptime 12 will skip time for 12 hours.

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Maybe if you put in a trigger , skiptime .1, and set it to repeat and have the condition of alive (playername) then maybe it will keep skipping ahead time really fast. not sure if this works or not though, I've never used the skiptime command

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yes...that is actually the solution i came up with....

making a trigger that eveytime it's being activated by a civilian (loop waypoint) the time is skipping 30 min.... he activate it every 5 min and it's working smothly....

thanx for your help...

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the question was how to make the time run faster...... so you'll experiense day and night in a 2 hour mp....

what i did was the every 5 minutes (our time) there have gone 30 min (opf-time)....that means that after 1 hour of play the time has changed 10 hours in opf...

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a cool thought there, thank you :)

just a thought:

why not just make a loop in a script, like this:

#loop

~300;

skiptime .5;

goto "loop";

<end of file>

this would then wait for 300 seconds (5 minutes) and then skip half an hour, and continue to wait yet another 500 seconds etc.

save this as "skiptime.sqs", and put it on the activation field of one of the units that you know will be in the game?

Just a suggestion, thanks for the great idea. :)

--fd

PS. Wouldn't this be kind of cool for a player in the game:

Reload M16 magazine

Weapon Binoculars

Stop time

;)

<edit: smilies off, they suck>

(Edited by LAW Soldier fd at 6:46 am on Nov. 17, 2001)

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thanx LAW Soldier fd...i'll try if it works....which I'm in no doupt would :)...

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somehow the loop command didn't work..... but i've found a workaround:

---- time.sqs ----

~5

skiptime .03

[] exec "time.sqs"

--------------------

then just exec time.sqs in a for example a unit or car.... in my case a ship ;)

the good thing about that is that you can forget about waypoint a civ and make a trigger ;)

i've made the time change very often but not that much to make it more smooth.... instead of it would jump 30 min. in every 5 min....but all in all it's the same as you would notice :).....

(Edited by Nozo at 7:36 pm on Nov. 17, 2001)

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