Description
Returns time elapsed since mission started (in seconds). The value is different on each client. If you need unified time, use serverTime. Unlike uiTime the time stops when game is paused.
Syntax
time
Returns: Number
Examples
Example 1
private _future = time + 30;
waitUntil { time >= _future }; // continue after 30 seconds
Example 2
Wait until mission fully started:
waitUntil { time > 0 };
See also
uiTime · sleep · date · dayTime · serverTime · skipTime · accTime · dateToNumber · timeMultiplier · setTimeMultiplier · missionStart · diag_tickTime · diag_deltaTime · systemTime · systemTimeUTC · BIS_fnc_timeToString