-
Notifications
You must be signed in to change notification settings - Fork 40
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Update fnc_isNight #356
base: master
Are you sure you want to change the base?
Update fnc_isNight #356
Conversation
Switch to getLighting so the night check is based on light levels instead of sound controller
Hmm. Testing indicated that units on headless clients may have problems. HC reports different value for getLighting. It is possible to use getLightingAt, but that is actually slower than getEnvSoundController . |
Does it work on dedi servers? If it does, then this sounds like a HC bug |
Tested on dedicated server environment. Both server and HC had units spawned on it. I'll give it another test in a 'live' mission too. |
Server reported correct values. Only HC struggled. Wonder if there is some silliness about the location of the HC too. |
location about the hc unit should only affect update rates iirc. can always bother dedmen in the arma discord. |
this is a "global" value getter not a local one. so I expect that there is some issue related to how HCs are handled. this should be reported to to BI/dedmen |
Feedback tracker ticket: https://feedback.bistudio.com/T178396 |
When merged this pull request will: Utilise
getLighting
to check if it's nightUtilise
getLighting
so the night check is based off of the amount of light instead of a soundcontroller. This might be an important distinction in cases where the night is really bright, due to midnight sun or the full moon.~65 is the approximate light level where AI uses nightvision. Tested on Stratis (2035/07/06 YYYY/MM/DD) with vanilla AI.
getEnvSoundController
togetLighting