Guest Posted May 18, 2015 Armaholic silently updated as well (I asume you prefer no news but feel free to correct me). CH Bright Nights v1.02 Share this post Link to post Share on other sites
xon2 102 Posted July 25, 2015 quick question. Can i run this script automatically every time a load up a map or mission? Right now i have the command line in the debug console saved, but i have to execute it via enter every time i load a mission or map in the editor. Arma 3 sure has a auto execute function right? Share this post Link to post Share on other sites
champ-1 40 Posted July 26, 2015 quick question. Can i run this script automatically every time a load up a map or mission? Right now i have the command line in the debug console saved, but i have to execute it via enter every time i load a mission or map in the editor. Arma 3 sure has a auto execute function right?Just create "init.sqf" file in the root folder of your mission and put in there all the stuff from debug console.---------- Post added at 14:19 ---------- Previous post was at 14:18 ---------- Just create "init.sqf" file in the root folder of your mission and put in there all the stuff from debug console. Or just use addon version. It runs automaticly, although with default settings. Share this post Link to post Share on other sites
champ-1 40 Posted December 25, 2016 CH Bright Nights v1.03 Changelog: v1.03 - changed: variable "CHBN_adjustBrightness" is now capped and has maximum and minimum values ranging from 0 to 1. Make sure you adjust this variable in your mission files accordingly (although it will work anyway) - changed: illumination has a cooler tone to simulate moonlight Download 1 Share this post Link to post Share on other sites
Guest Posted December 27, 2016 The new update has been frontpaged on the Armaholic homepage. CH Bright Nights v1.03 Share this post Link to post Share on other sites
Capt Childs 178 Posted January 3, 2017 CHBN_adjustColor default values are quoted as [0.3,0.5,1] on page 1 here, but in the latest 1.03 download the script version details them as [0.5,0.7,1] in the example init.sqf, but again [0.3,0.5,1] in the CHBN.sqf file. I appreciate one can flavour to taste, but from your view which is supposed to be the new values? The above seems to contradict itself. Also... do you still use CHBN_adjustBrightness and CHBN_adjustColor values in yout init.sqf if you're using the mod/pbo version? Thanks in advance! Share this post Link to post Share on other sites
champ-1 40 Posted January 4, 2017 18 hours ago, Capt Childs said: CHBN_adjustColor default values are quoted as [0.3,0.5,1] on page 1 here, but in the latest 1.03 download the script version details them as [0.5,0.7,1] in the example init.sqf, but again [0.3,0.5,1] in the CHBN.sqf file. I appreciate one can flavour to taste, but from your view which is supposed to be the new values? The above seems to contradict itself. Also... do you still use CHBN_adjustBrightness and CHBN_adjustColor values in yout init.sqf if you're using the mod/pbo version? Thanks in advance! I updated all default values in all scripts for color and it's [0.3,0.5,1] now. I didn't update one in init.sqf because i'm trying to show how you can use your own custom values in this file. 18 hours ago, Capt Childs said: Also... do you still use CHBN_adjustBrightness and CHBN_adjustColor values in yout init.sqf if you're using the mod/pbo version? Yes, these variables work anywhere, you can change it at any time with mod or script version. If you have any more questions please ask them here. 1 Share this post Link to post Share on other sites
Undeceived 392 Posted March 21, 2017 Hi champ, this is really a cool script! One question: What was the reason to cap the settings at 0 and 1? I'm asking because some players (in a night mission of mine) have reported that even cranking up CHBN_adjustBrightness they don't see anything and it's still too dark. Share this post Link to post Share on other sites
champ-1 40 Posted March 22, 2017 12 hours ago, Undeceived said: Hi champ, this is really a cool script! One question: What was the reason to cap the settings at 0 and 1? I'm asking because some players (in a night mission of mine) have reported that even cranking up CHBN_adjustBrightness they don't see anything and it's still too dark. Because it isn't suppose to be a cheating tool. During the darkest night it suppose to be dark, even with this addon. The difference is that with CHBN you can make out some silhouettes, and without it's just 100% black screen. Anyway I can tweak it a bit more if people have problems with it. Share this post Link to post Share on other sites
Undeceived 392 Posted March 22, 2017 8 hours ago, champ-1 said: Because it isn't suppose to be a cheating tool. During the darkest night it suppose to be dark, even with this addon. The difference is that with CHBN you can make out some silhouettes, and without it's just 100% black screen. Anyway I can tweak it a bit more if people have problems with it. That would be cool. Allowing to increase it more would be great. The script is cool and the brightened nights look realistic. Better than setAperture, which is unusable because it doesn't reset when the player leaves the mission. Share this post Link to post Share on other sites