Ok, so if I create a multi-player mission in the mission editor wizard I can set how fast the time of day goes (i.e.- 1 hour[real life] = 1 day(24 hours)[in-game]).. I wanted to know how I can do this using the standard editor.. I do not want the game to speed up or to skip time, I just want it to go from day to night preferably within an hour while playing and all events occurring regularly.. the in-game watch that you have in your map-view must also move at the appropriate pace.. Just to clarify, no accelerated movements or time skips, and this is for a LAN multi-player mission with only 2 maximum human players.. Thank you very much for your help..
FEEDBACK: I wish there were a better way, but this works fine enough.. Three cons: 1 - MAJOR pain in the ass to set up 240 triggers just to cover 12hrs game time. 2 - every time the date advances, there's a "hiccup"(about a half second lag). 3 - The second-hand only gets to 15(3) seconds then sets back to 0(12).
I expected the minor lag, and the second hand jumping back to 12, but I was hoping that it was easier than setting up 240 freaking triggers, maybe I do not understand the "Once" and "Repeatedly" aspect of trigger activation. Any insight as to how "Once" and "Repeatedly" work would be nice. Thanks again Palyarmerc, this will suffice for now. Hopefully ArmA III will have better options regarding time alteration.
This post was edited by KrazyK3nn3dy (2012-02-12 04:02, ago)
To be honest it would be better run from a script.
It will not be smooth time transition, since the clock and sun will 'jump' a little.
So it's not lag, even though it looks like it.
You only need one trigger, repeating, with a repeat delay of 15 seconds...
well I call it lag because all movement stops.. like someone hit pause and then play, so I'm guessing the frame-rate dropped to zero (my movement stopped/was not smooth).. Also, I tried making one trigger with repeatedly and I tried both timeout and countdown of 15 seconds, where it had nothing to set it off and a & b axis to both having zero. Then I made the a & b axis as big as the area we would be in for the whole match and set it for anybody present and blufor present.. I didn't try it with opfor considering that we may eliminate all of them..
I have the editing guide but I haven't looked at it yet, will do that tonight after work, if you could tell me what I should use to activate a single trigger repeatedly, that would be appreciated. Or even better a script(you do not need to do the work for me, but maybe helpful hints or where I might find it in the editing guide).. Thank you..
Actually I couldn't get it to work at all. Oops.
Well, I grabbed the idea from PoliceDepartmentBerezino.Chernarus (a police module)
And anyway, that was a script.
search for Skiptime, setDate & Time - should get a result somewhere here
No such luck.. I wish I knew what code BI used.. but seeing as I had already done it, it doesn't matter, but I will keep that in mind when making another mission.. is it possible to c&p triggers from one mission to another without having to merge them together??
I can't find it... I swear I saw it though, but I did find a thread that could also be used, which is A LOT LESS time consuming.. I just do not know how to get to the part where I choose how fast, so I broke it down to just:
Where x = 1, 3, or 4 depending on how fast I would like the time to go.. There seems to be no "lag" and the seconds hand goes all the way around.. If I ever do find that mission again, I will be sure to PM you if that's ok.
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