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Too slow pos updates for chemlights
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Description

Since the position of lights is updated/broadcasted slower than the position of all other objects, flickering is generated when chemlights gets attached to units. It does not matter whether the chemligts are local or remote, as the object of the chemlight gets updated faster than the light of it. You can see the flickering effect in the example mission. So you can't use chemlights in missions anymore and missions at night without NVG are not possible at all, because you can't distinguish enemy from friend even with the brightest moon light (0.994). This needs to be solved by a higher update intervall of the light of chemlights, even if this fix should cost a few fps. At least give us the option to change it.

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Operating System Version
1709
Category
Engine
Steps To Reproduce

Attach a chemlight in the dark to something and move it.


The Example Mission is only for dedicated servers.

Event Timeline

Rockhount created this task.Jan 2 2018, 9:45 AM
Wulf added a subscriber: Wulf.Jan 4 2018, 1:31 PM

Hello.

Are you using any mod to make this happen?

As you can see inside the mission.sqm of the attached example mission, there are no mods involved.

Wulf added a comment.Jan 8 2018, 1:16 PM

Hmm could you please send me the script you are using? By default you can't attach chemlights to the characters, you can only throw them, since this was never intended so I am not sure if we can do anything about this.

Please take a look at the attached sample mission, as it would answer all your questions so far.

In this mission you will find 2 files "mission. sqm" and "Test. sqf". By studying the mission. sqm you will find out that no mod is needed to cause this fatal bug. By studying the "Test. sqf" you will learn 2 additional things. Firstly, this is exactly the kind of bug that occurs when you try to to attach a chemlight to yourself in the widely known mod "ACE", because it does the same thing (createVehicle and attachTo). Since "ACE" is widespread today, one should pay more attention to this fatal bug. Secondly, there is no difference whether you create the chemlight with createVehicle or createVehicleLocal, because the positions of the light that is created in the process, receives a different update interval from the visible object.

Exactly this difference in the update interval between the light and the chemlight is what causes the flickering and makes the chemlight unusable. The position of the light is simply not updated often enough or fast enough when the chemlight moves.