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I'm looking for a start timer script and finish timer using triggers. Enter a gate, in the trigger activate start timer. Last gate has a finish total time trigger Quick and simple one: Trigger 1 On Activation: startTime = time; Trigger 2 On Activation: hint format ["Total Time: %1 seconds", (time - startTime)toFixed 1];
Contrary to previous games, Arma 3 will happily display hints that far exceed screen space. However, as hints get longer, FPS suffers tremendously. tested in Debug Console, A3 1.32.127785 with the following:
6 cze 2017 · sv_currentTime = sv_currentTime - 1; if (sv_currentTime isEqualTo 0) then {sv_currentTime = nil; "EveryoneLost" call BIS_fnc_endMissionServer;};}, 1, "seconds", {!isNil "sv_currentTime" && {sv_currentTime >= 0}}] ] call BIS_fnc_loop; //*** Here's how I like to display the timer (via hint message): sxf_fnc_loopMessage = { _output ...
14 maj 2020 · ArmA Extension: real_date.dll v3.0 - This .dll can also return Unix Timestamp in addition to Arma date, i.e the number of seconds since 01.01.1970. ArmA RegEx Extensions: regex_match.dll and regex_replace.dll - 2 lightweight extensions for ArmA that utilise C++ native RegEx functions.
Sounds like skiptime is the right command for you.: (note that this command has to be run on the server) The dayTime command returns the current in game time, the script you have is a way to format the output. I would follow Tajin's advice and use skipTime. Note: skipping time (night to day or vice versa may create a performance hit).
27 maj 2017 · Maybe to specify this even more for you case, you should put the infinite loop in a separate script (let's call loop.sqf) and spawn/execVM this from within your init. On 5/26/2017 at 6:46 PM, beno_83au said: while {true} do { //code. }; Edit: it needs to be run in a scheduled environment (execVM, spawn) Hi !
private _initialCountdown = [50] call BIS_fnc_countdown; // sets countdown to 50 seconds globally