Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
missionNamespace setVariable ["CHR_DisableDarkness",true,false];
to the init.sqf of your mission for the mod to work. Reason being the CHR_DisableDarkness uses the setaperture command and wants to keep it all for itself.
Take all my 7.7x58mm, sir.
This is just what the game needs for making the nights a touch more realistic instead of perpetually pitch black. Still works without an issue!
There is not a single word about AI in the description, the author did not bother to describe it, Maybe he didn't understand it. I had to do many tests disabling each of my mods in order to find the reason why my AI is sees at night without NVG like a real terminator.
The my personal result is this mod will break detection ranges in LAMBS AI mod, probably in other AI mods as well, will break any scenario, where there are soldiers without NVG in deep night.