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Shouldn't accTime return 0 when the game is paused?
Closed, ResolvedPublic


I'm not sure if I'm just imagining things, but I'm pretty sure that when I paused the game in the stable version, accTime was returning 0. I'm on the dev build right now (1.99.146475) and accTime returns 1 for me. Is it a bug?

If it was never a thing, maybe you could add it as a feature?


Not A Bug
Operating System
Windows 7
Steps To Reproduce

pause the game and type


Event Timeline

no, the accTime returns current value of time acceleration and it doesnt change when the game is paused. If you need to know when the game is paused use

BIS_fnc_KK closed this task as Resolved.Jul 9 2020, 10:54 AM
BIS_fnc_KK changed Resolution from Open to Not A Bug.
Leopard20 added a comment.EditedJul 9 2020, 2:11 PM

I know that command. I just thought accTime also returned 0 when the game is paused. I'm almost 100% sure it did return 0 in one of the builds. I'm not sure which, but I could use accTime==0 instead of isGamePaused. Also my manual time progression code (alternative to time, and almost identical to CBA_missionTime) was working ok. But now I indeed have to use isGamePaused.

Anyway, it was a minor issue. I thought it might've been a bug so I reported it.

Wulf added a subscriber: Wulf.Jul 9 2020, 3:43 PM
This comment was removed by Wulf.

If it was returning 0 before then it must have changed with introduction of handleAccTime EH and most likely changed for a reason as the command is a simple engine value getter.