i think you are talking about "Skiptime", this advances the daytime
On a map that runs for more than 30 minutes, like a cti using lots of vehicles etc, where desync is also a problem, then the server and clients are likely to get way out of sync with each other
For a 30 minute map, then it isnt such a problem
anyway, here are the scripts that are used in the EFL templates for a 24hr cycle game
They help to synch server and clients. Cant remember where we got them from or adopted them from, so apologies to initial code maker
They give extremely accelerated sunset and sunrise and run just over a day in 30 minutes.
Simply reduce the skiptime values in the Updateskiptimeserver.sqs to slow this effect down
Init.sqs entries are
?(local server):[] exec "UpdateSkipTimeServer.sqs";[] exec "UpdateClockServer.sqs"
?!(local Server):[] exec "UpdateClock.sqs"
and the scripts themselves
1)Updateclock.sqs
?(local Server):exit
newTime = false
#start
@(newTime)
_serverTime = currentServerTime
_timeChange = _serverTime - daytime
skipTime _timeChange
newTime = false
?(Time>=Param1):exit
goto "start"
2) Updateclockserver.sqs
?!(local Server):exit
newTime = false;PublicVariable "newTime"
~5
#start
~10
currentServerTime = daytime; PublicVariable "currentServerTime"
newTime = true; PublicVariable "newTime"
?(Time>=Param1):exit
goto "start"
3) Updateskiptimeserver.sqs
?!(Local Server):Exit
#start
? (daytime >= 4.5) && (daytime < 7.5):_delay = 2.5;_skip = .05
? (daytime >= 7.5) && (daytime < 16.5):_delay = 30;_skip = 0.4
? (daytime >= 16.5) && (daytime < 20):_delay = 2.5;_skip = .05
? ((daytime >= 20) && (daytime < 24)) || ((daytime > 0) && (daytime < 4.5)):_delay = 20;_skip = 0.4
~_delay
skipTime _skip
?(Time>=Param1):exit
goto "start"