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Day Night Cycle And Weather System
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
The hybrid accelerated day/night cycle runs the in-game clock far faster than real time so a single round cycles through dawn, full daylight, dusk and night without the long dead hours of a real 24-hour day. The design is server-authoritative but JIP-tolerant: the server advances the only authoritative clock with small skipTime steps (Server/Functions/Server_DayNightCycle.sqf:83), while each remote client animates its own local clock and uses the broadcast server date only as a drift reference — never calling setDate on every tick, because setDate can freeze rendering while the environment recalculates (Client/Functions/Client_DayNightCycle.sqf:9-12). Weather is deliberately suppressed while the cycle is enabled, because accelerated skipTime makes low clouds stutter (Server/Init/Init_Server.sqf:178). This page documents the runtime algorithm; the lobby parameter rows live in the start-parameters index and the broadcast channel in the public-variable index.
| Role | Script / handler | What it does |
|---|---|---|
| Server authoritative clock | Server/Functions/Server_DayNightCycle.sqf |
Loops, advances skipTime per tick, broadcasts WFBE_DAYNIGHT_DATE every sync interval (Server/Functions/Server_DayNightCycle.sqf:72-94) |
| Launch gate | Server/Init/Init_Server.sqf:855-858 |
Runs Server\Functions\Server_DayNightCycle.sqf via execVM only when WFBE_DAYNIGHT_ENABLED == 1 (Server/Init/Init_Server.sqf:856-857) |
| Client smoother | Client/Functions/Client_DayNightCycle.sqf |
Each remote client animates time locally and pays back drift gradually (Client/Functions/Client_DayNightCycle.sqf:86-130) |
| Client launch gate | initJIPCompatible.sqf:245-247 |
execVMs the client smoother only on a non-dedicated, non-server, non-headless machine when enabled (initJIPCompatible.sqf:245-246) |
| PV receive handler | initJIPCompatible.sqf:212-222 |
addPublicVariableEventHandler on WFBE_DAYNIGHT_DATE: validates the date array and raises a pending-sync flag (initJIPCompatible.sqf:214-221) |
| JIP/initial date | initJIPCompatible.sqf:225-243 |
On mission/JIP start, applies the last broadcast date or the forced 28-June fallback (initJIPCompatible.sqf:230-235) |
The hosted (listen-server) player runs the server loop, not the client smoother — the client script exits immediately on a server or dedicated machine (Client/Functions/Client_DayNightCycle.sqf:47).
The 24-hour clock is split into four phases by four boundary hours. Dawn and dusk (twilight) are deliberately advanced slower than full daylight for smoother visual transitions; the slowdown factor is the twilight weight (Server/Functions/Server_DayNightCycle.sqf:61-64).
| Phase | Hour range | Game hours | Rate used per tick | Source |
|---|---|---|---|---|
| Dawn (twilight) |
dawn_start ≤ h < dawn_end (04:00–05:00) |
dawn_end - dawn_start = 1 |
_twilight_hours_per_second |
Server/Functions/Server_DayNightCycle.sqf:56,78 |
| Full day |
dawn_end ≤ h < dusk_start (05:00–20:30) |
dusk_start - dawn_end = 15.5 |
_day_hours_per_second |
Server/Functions/Server_DayNightCycle.sqf:57,79 |
| Dusk (twilight) |
dusk_start ≤ h < dusk_end (20:30–21:30) |
dusk_end - dusk_start = 1 |
_twilight_hours_per_second |
Server/Functions/Server_DayNightCycle.sqf:58,80 |
| Night (wrap-around default) | otherwise |
(24 - dusk_end) + dawn_start = 6.5 |
_night_hours_per_second |
Server/Functions/Server_DayNightCycle.sqf:59,77 |
Night is the wrap-around default: each tick starts by assuming night, and the dawn/day/dusk if blocks override _hours_to_add only when the current hour falls inside their range (Server/Functions/Server_DayNightCycle.sqf:76-80). The client uses the identical phase/rate logic (Client/Functions/Client_DayNightCycle.sqf:114-118).
The rate formulas (Server/Functions/Server_DayNightCycle.sqf:62-65, mirrored at Client/Functions/Client_DayNightCycle.sqf:73-76):
| Quantity | Formula | Defaults resolved |
|---|---|---|
_day_weighted_hours |
day_hours + (dawn_hours + dusk_hours) * twilight_weight |
15.5 + (1+1)*3 = 21.5 |
_day_hours_per_second |
day_weighted_hours / (day_duration_real * 60) |
21.5 / (180*60) = 21.5/10800 |
_twilight_hours_per_second |
day_weighted_hours / (day_duration_real_seconds * twilight_weight) |
(day rate) / 3 |
_night_hours_per_second |
night_hours / (night_duration_real * 60) |
6.5 / (30*60) = 6.5/1800 |
The full daylight half therefore takes the configured day-duration minutes (default 180), and the night half takes the configured night-duration minutes (default 30), with twilight smeared twilight_weight× slower so dawn/dusk are not jarring (Server/Functions/Server_DayNightCycle.sqf:46-47,61-65).
These default in Common/Init/Init_CommonConstants.sqf under the "Day/night cycles" block; the WFBE_DAY_DURATION/WFBE_NIGHT_DURATION/WFBE_DAYNIGHT_ENABLED values can be overridden by lobby parameters, the rest are fixed.
| Constant | Default | Meaning | Source |
|---|---|---|---|
WFBE_DAYNIGHT_ENABLED |
0 | Master enable for the hybrid cycle (hard-forced OFF 2026-06-18; accelerated cycle disabled, permanent daylight active) | Common/Init/Init_CommonConstants.sqf:185 |
WFBE_DAY_DURATION |
180 | Real-life daytime length in minutes | Common/Init/Init_CommonConstants.sqf:86 |
WFBE_NIGHT_DURATION |
30 | Real-life nighttime length in minutes | Common/Init/Init_CommonConstants.sqf:87 |
WFBE_DAYNIGHT_CLIENT_TICK |
0.1 | Seconds between each small time step (sleep _tick) |
Common/Init/Init_CommonConstants.sqf:89 |
WFBE_DAYNIGHT_SERVER_SYNC_INTERVAL |
30 | Seconds between authoritative date broadcasts | Common/Init/Init_CommonConstants.sqf:90 |
WFBE_DAYNIGHT_CLIENT_MAX_CORRECTION |
0.0005 | Max drift correction in game hours per client tick | Common/Init/Init_CommonConstants.sqf:91 |
WFBE_DAYNIGHT_CLIENT_HARD_SYNC_DRIFT |
6 | Drift in game hours before one exceptional setDate
|
Common/Init/Init_CommonConstants.sqf:92 |
WFBE_DAYNIGHT_FORCED_MONTH |
6 | June forced when cycle enabled | Common/Init/Init_CommonConstants.sqf:94 |
WFBE_DAYNIGHT_FORCED_DAY |
28 | 28th forced when cycle enabled | Common/Init/Init_CommonConstants.sqf:95 |
WFBE_DAYNIGHT_DAWN_START |
4 | Dawn begins ~04:00 | Common/Init/Init_CommonConstants.sqf:96 |
WFBE_DAYNIGHT_DAWN_END |
5 | Full daylight ~05:00 | Common/Init/Init_CommonConstants.sqf:97 |
WFBE_DAYNIGHT_DUSK_START |
20.5 | Dusk begins ~20:30 | Common/Init/Init_CommonConstants.sqf:98 |
WFBE_DAYNIGHT_DUSK_END |
21.5 | Night begins ~21:30 | Common/Init/Init_CommonConstants.sqf:99 |
WFBE_DAYNIGHT_TWILIGHT_WEIGHT |
3 | Dawn/dusk game hours take ×3 longer than daylight | Common/Init/Init_CommonConstants.sqf:100 |
The phase boundaries are calibrated for Chernarus on 28 June, which is why the cycle forces that effective date (Common/Init/Init_CommonConstants.sqf:93).
Per iteration of while {WFBE_DAYNIGHT_ENABLED == 1} (Server/Functions/Server_DayNightCycle.sqf:72-94):
- Read the current hour with
_hour = daytime(Server/Functions/Server_DayNightCycle.sqf:74). - Pick the per-tick advance: night rate by default, overridden to twilight/day rate inside the phase ranges (
Server/Functions/Server_DayNightCycle.sqf:77-80). -
skipTime _hours_to_add— advances only the server clock (Server/Functions/Server_DayNightCycle.sqf:83). - Accumulate
_sync_elapsed; once it reachesWFBE_DAYNIGHT_SERVER_SYNC_INTERVAL, setWFBE_DAYNIGHT_DATE = date,publicVariableit, and reset the counter (Server/Functions/Server_DayNightCycle.sqf:85-91)._sync_elapsedis primed to_sync_intervalso the very first tick broadcasts immediately (Server/Functions/Server_DayNightCycle.sqf:70). -
sleep _tick(default 0.1s) (Server/Functions/Server_DayNightCycle.sqf:93).
The loop guards isServer and re-checks the WFBE_DAYNIGHT_ENABLED == 1 parameter on entry (Server/Functions/Server_DayNightCycle.sqf:39-41).
WFBE_DAYNIGHT_DATE is the single public-variable channel for the cycle. The server publishes an absolute date array on the sync interval (Server/Functions/Server_DayNightCycle.sqf:88-89). Clients receive it without paying the per-broadcast setDate cost:
| Step | Behavior | Source |
|---|---|---|
| Receive |
addPublicVariableEventHandler stores the array into WFBE_DAYNIGHT_SERVER_DATE and sets WFBE_DAYNIGHT_PENDING_SYNC = true if it is an array of ≥5 elements |
initJIPCompatible.sqf:214-221 |
| Defer | The handler does no expensive work — the decision is made once, in the client loop | Client/Functions/Client_DayNightCycle.sqf:87 |
| Drift calc | When pending, the client computes _drift_hours from dateToNumber of server vs local date, plus a year delta |
Client/Functions/Client_DayNightCycle.sqf:91-97 |
| Hard sync | If abs _drift_hours > WFBE_DAYNIGHT_CLIENT_HARD_SYNC_DRIFT (6) — only after a bad JIP or broken local clock — a single setDate _server_date snaps the clock and clears the pending correction |
Client/Functions/Client_DayNightCycle.sqf:99-103 |
| Soft sync | Otherwise the drift is added to WFBE_DAYNIGHT_CORRECTION_HOURS and paid back gradually |
Client/Functions/Client_DayNightCycle.sqf:104-106 |
The pending-sync and correction accumulators are initialized defensively in case the PV handler fires before the loop is reached — the loop never erases a pending sync (Client/Functions/Client_DayNightCycle.sqf:82-84).
On mission or JIP start, a spawned block waits for time > 0, then (when the cycle is enabled) applies the last broadcast WFBE_DAYNIGHT_DATE if one exists, else falls back to the forced 28-June date at the starting hour (initJIPCompatible.sqf:225-237):
- Enabled + a broadcast already seen:
setDate WFBE_DAYNIGHT_DATE(initJIPCompatible.sqf:231-232). - Enabled + no broadcast yet:
setDate [year, WFBE_DAYNIGHT_FORCED_MONTH, WFBE_DAYNIGHT_FORCED_DAY, WFBE_C_ENVIRONMENT_STARTING_HOUR, minute](initJIPCompatible.sqf:235). - Cycle disabled (legacy path):
setDatetoWFBE_C_ENVIRONMENT_STARTING_MONTH+ starting hour, then a JIP client syncs mission time viaskipTime (time / 3600)(initJIPCompatible.sqf:238-240).
WFBE_C_ENVIRONMENT_STARTING_HOUR defaults to 8 and WFBE_C_ENVIRONMENT_STARTING_MONTH to 6 (Common/Init/Init_CommonConstants.sqf:378-379).
The client loop mirrors the server's phase/rate selection (Client/Functions/Client_DayNightCycle.sqf:114-118), then layers on the gradual drift payback (Client/Functions/Client_DayNightCycle.sqf:121-126):
- Read the accumulated
WFBE_DAYNIGHT_CORRECTION_HOURS. - If its magnitude exceeds
0.0001, clamp one step to ±WFBE_DAYNIGHT_CLIENT_MAX_CORRECTION(0.0005 game-hours/tick), add it to_hours_to_skip, and subtract the applied step from the remaining correction. -
skipTime _hours_to_skipthensleep _tick(Client/Functions/Client_DayNightCycle.sqf:128-129).
This keeps the client visually in sync without abrupt time jumps; the only hard setDate on the client path is the >6-hour emergency snap.
While the cycle is enabled the sky is forced clear and rain off, because accelerated skipTime makes low clouds stutter — so day/night "owns" the weather (Server/Init/Init_Server.sqf:178, Client/Init/Init_Client.sqf:235). Both the server (Server/Init/Init_Server.sqf:179-195) and each client (Client/Init/Init_Client.sqf:236-251) run the same Call {} weather block with this precedence:
| Condition | Action | Source |
|---|---|---|
WFBE_DAYNIGHT_ENABLED == 1 |
exitWith {0 setOvercast 0; 0 setRain 0} — instant clear sky, no rain |
Server/Init/Init_Server.sqf:181-184 |
WFBE_C_ENVIRONMENT_WEATHER == 3 |
exitWith {} — leave weather untouched (manual/editor control) |
Server/Init/Init_Server.sqf:185 |
| Server-only guard |
if (!isDedicated) exitWith {} (server block only) |
Server/Init/Init_Server.sqf:186 |
| Otherwise | map WFBE_C_ENVIRONMENT_WEATHER → overcast and apply over 60s |
Server/Init/Init_Server.sqf:188-194 |
The overcast mapping when the cycle is disabled (Server/Init/Init_Server.sqf:188-194, identical on client at Client/Init/Init_Client.sqf:244-250):
WFBE_C_ENVIRONMENT_WEATHER |
Overcast | Meaning |
|---|---|---|
| 0 |
0 setOvercast 0 over 60s |
Clear |
| 1 | 0.5 |
Cloudy |
| 2 | 1 |
Rainy |
| 3 | (untouched) | Manual / editor-controlled |
WFBE_C_ENVIRONMENT_WEATHER defaults to 0 (clear) (Common/Init/Init_CommonConstants.sqf:380). Two related environment constants are hard-forced regardless of parameter: volumetric clouds are disabled globally (WFBE_C_ENVIRONMENT_WEATHER_VOLUMETRIC = 0, Common/Init/Init_CommonConstants.sqf:382, re-asserted on the client at Client/Init/Init_Client.sqf:254), and the disabled-cycle transition period is WFBE_C_ENVIRONMENT_WEATHER_TRANSITION = 600 seconds (Common/Init/Init_CommonConstants.sqf:383). The server logs Init_Server.sqf: Weather module is loaded. after the block (Server/Init/Init_Server.sqf:197).
-
Public Variable Channel Index — the
WFBE_DAYNIGHT_DATEchannel in the full PV inventory. -
Mission Start Parameters Index — the lobby rows for
WFBE_DAYNIGHT_ENABLED, day and night duration. - Mission Parameters Localization And Generated Build Inputs — where the volumetric-weather force-off is noted.
- Networking And Public Variables — broader public-variable and JIP networking model.
- Server Runtime And Operations — server-side loops and init ordering.
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