Arma 3 Day Night Cycle
In addition, the planet rotates around itself inducing a day-night cycle whose length depends on the rotation speed of the planet. The next screenshot shows the sunset on our new snow planet. With our day-night system you can actually chase the sunset around the planet if you fly in the direction of the sun with the appropriate speed. My friends and I want a 60 minute day/night cycle in our mission instead of a 24-hour one. Is there a script or module in the editor that would allow us to do this? TimeXleration 1.6 beta mod did not work properly, it often would glitch and skip large swaths of time, also causing lag.
Arma 3 Day Night Cycle In Minecraft
Team17 has released a new trailer for Worms: Clan Wars, showcasing the day/night cycle that will be featured in it. Worms: Clan Wars promises to be offer the best Worms online experience and aims to bring friends and families together in the noble pursuit of self-improvement, world domination and exploding sheep. The game will be coming exclusively to the PC in Q3 2013. Enjoy!
John Papadopoulos
John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities.Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved - and still does - the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the 'The Evolution of PC graphics cards.' Contact: Email
Description
- Description:
- Jumps the specified number of hours forward or backward.
The time of day and tides are adjusted, but no changes are made to any units. If present, the lower level of clouds instantly jump to the position they would be in if time had passed normally.
For other games' behaviour, see Multiplayer Scripting - Join In Progress.
Syntax
- Syntax:
- skipTime duration
- Parameters:
- duration: Number - Hours to skip.
A positive value will create a forward time jump, a negative value will jump backwards.
One second is roughly 0.00026 hours.
Any calculations must be enclosed in parentheses, e.g. skipTime (_seconds/3600) - Return Value:
- Nothing

Examples
- Example 1:
skipTime 5;
- Example 2:
while {true} do { skipTime 0.00333; sleep 0.1;// Smooth time transition};
- Example 3:
skipTime (_timeToSkipTo - daytime + 24 ) % 24;// Skip forward to a specific time, irrespective of the current mission time

Additional Information
- See also:
- Groups:
Notes

- Ceeeb
- In ArmA & OFP, skipTime does not actually estimate weather changes beyond moving the clouds across the sky. Weather counters continue as if no time has passed. The setDate command can be used instead of skiptime to change the time without the visual give-away of the lower clouds jumping.
- kju
- I cannot confirm this for OA 1.60 beta (85889): MP: Even though the immediate effect of skipTime is only local, the new time will propagate through the network after 30 seconds or so.Instead the date, which includes time, is synced automatically for new JIP clients - NOT for present instances.So one has to apply skipTime on all instances in MP (server + all present clients).
- Killzone_Kid
- This command is blocking and in some cases it may take up to 1.5 seconds (probably depends on CPU) for it to calculate the changes to the environment, during which the game will microfreeze. It largely depends on weather changes, which are quite random. However one thing remains consistent, skipTime 24 hours is always almost instant. This is quite helpful when used in conjunction with commands such as setOvercast for instant and seamless effect. To try it yourself use this script:
[] spawn { for '_i' from 1 to 24 do { _time = diag_tickTime; skipTime _i; diag_log [_i, diag_tickTime - _time]; sleep 3; };};
One of the results (results will vary depending on weather conditions):
Show Results