Home   Help Search Login Register  

Author Topic: Day/Night cycle trigger *HELP*  (Read 449 times)

0 Members and 1 Guest are viewing this topic.

FlynnFlashpoint

  • Guest
Day/Night cycle trigger *HELP*
« on: 15 Oct 2003, 13:28:09 »
How do you create a trigger that skips time to another time in the mission?
Like that mission on CWC as the pilot and in the cinematic,time skips
How is that possible?? ???
 :'(

mikeb

  • Guest
Re:Day/Night cycle trigger *HELP*
« Reply #1 on: 15 Oct 2003, 14:19:10 »
This is from the editors depot:

****************************************8

skipTime duration

Operand types:
duration: Number
Type of returned value:
Nothing
Description:
Skip time. Daytime is adjusted, weather change is estimated, no changes in any units are done. Duration is in hours.

Example:
skipTime 2.5

comment »

macguba  September 11, 2003, 04:45  
The tide (of the sea) is also adjusted.
 
 
Roni  October 06, 2003, 07:13  
Very useful function - great for giving a "campaign" feel to a running battle.

Try this in your init.sqs file -

#loop
skiptime .00333
~0.1
goto "loop"

This will make each day pass in around 12 minutes - great fun watching sunsets and the night sky !
 
 
macguba  October 06, 2003, 15:35  
Not to be confused with accTime.
 
  *******************************


for commands and stuff always check the editors depot first.

Anyway, use skiptime through a trigger or script.  I find it's best to use a blackout and blackin if what you're doing is giving the player the option (or even automatically) forcing time to pass mid-mission.