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Author Topic: Searchlights!  (Read 2494 times)

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Drozdov

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Searchlights!
« on: 27 Aug 2003, 18:37:24 »
This is something that I'm sure someone must have thought of somewhere. But really, for night missions a searchlight (could be modelled on the M2 machine gun, mayhaps?) would add an extra dimension. And it shouldn't be too hard to make, provided that a unit caught in it's beam would automatically become visible. You should also be able to disable the light by shooting it, even with a pistol (doesn't take much to smash a lightbulb does it? even though they would be reinforced with something). It would also be easy to program search patterns with use of the setDir command.

SheepOnMintSauce

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Re:Searchlights!
« Reply #1 on: 27 Aug 2003, 23:06:01 »
It sounds like a good idea. Ideal for a mission where you'd have to perform some sort of black-op operation, or escape from a POW camp or something.  ;D

Offline Maatz

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Re:Searchlights!
« Reply #2 on: 28 Aug 2003, 10:49:37 »
i've been palying around with a spotlight for a time. i do it for my airfield, of my wwII map. it will work with a script. now i just finished a version, that "looks" up in the sky, for enemy bombplanes, but i will do some on guardposts and so on.


i think i can't post a picture. it will be in the demo of the great assault mod, i'm working with.

so, if u have a "little" time, u could get those things



zsa_zsa_rasputin

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Re:Searchlights!
« Reply #3 on: 29 Aug 2003, 01:40:51 »
Could searchlights also be added as a weapon for like a tank?
ie. In the action menu you could select "Gun light on" - and a searchbeam issued out from where the gun was aimed ... ?

Perhaps???

Dan ;D

BronzeEagle

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Re:Searchlights!
« Reply #4 on: 02 Sep 2003, 16:26:00 »
good idea.  this game is nothing without searchlights.  

Drozdov

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Re:Searchlights!
« Reply #5 on: 02 Sep 2003, 20:01:41 »
Quote
good idea.  this game is nothing without searchlights.  

Uh... I wouldn't go quite that far! But searchlights are conspicuously absent...

Offline Terame

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Re:Searchlights!
« Reply #6 on: 02 Oct 2003, 10:20:19 »
sounds tasty, watching THIS topic with GREAT interest :D
You can travel to infinity though the endless passages of the cosmos. Even
better this belongs to you. This is your mind

Drozdov

  • Guest
Re:Searchlights!
« Reply #7 on: 02 Oct 2003, 17:49:06 »
Don't get your hopes up.. it's already 2 months out of date...

Ball Zack

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Re:Searchlights!
« Reply #8 on: 05 Oct 2003, 03:43:25 »
It would also be good to have a light as a static object to use on the lamp posts on the Nogova bridge.

Kaliyuga

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Re:Searchlights!
« Reply #9 on: 05 Oct 2003, 22:14:55 »
It would also be good to have a light as a static object to use on the lamp posts on the Nogova bridge.

you could always just use the drop command to set a few particles in the lamps ;)

I'm considering trying to do just that for the bridge on my very soon to be finished island ;)

Harkonin

  • Guest
Re:Searchlights!
« Reply #10 on: 06 Oct 2003, 06:35:36 »
Use this -

_object = _this select 0

; colours
_left = [1,0.2,0.05,1]
_left2 = [0.4,0.4,0.05,1]
;_left2 = [0,0.7,0.9,1]
#loop
~0.01
drop ["obrysove svetlo", "", "Billboard", 1, 0.1, [0,0.5,0], [0, 1, 0], 1, 0.9, 1.1, 1, [1, 1],[_left,_left2],[0],0,0,"","",_object]
? (Not(Alive _object)): exit
goto "loop"

Offline Blanco

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Re:Searchlights!
« Reply #11 on: 07 Oct 2003, 22:49:37 »
I tried it, and yes it's works but the problem with particles that they aren't in 3D, when the searchlight turn, the particle stays the same.
I'm also waiting for a good searchlight, I'm sure people will use them a lot in Blackops missions.

The mg's light is too weak, but is't better than nothing.

I tried this :

I dl-ed the addon reallights (only 5kb) and setpos in la tablelamp on the pole of the mg where the lightbeam starts, The tablelamp is out, I only use the model. It follows the direction of the mg -90. It looks a bit better, but like I said b4 the light is too weak...

I also made an automatic (unmanned) searchlight.
I placed a gamelogic with "this moveingunner mg" in his init.  It's manned now and the light's on, but there's no AI or side
I modified SUi's mgspot script to make him move without AI.

I'm not an addon maker but I think it must be possible with an mg without the barrel or ammo... I hope someone will make one...

« Last Edit: 07 Oct 2003, 22:52:43 by Blanco »
Search or search or search before you ask.

Kaliyuga

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Re:Searchlights!
« Reply #12 on: 07 Oct 2003, 22:58:57 »
I tried it, and yes it's works but the problem with particles that they aren't in 3D, when the searchlight turn, the particle stays the same.

In the above code:

Code: [Select]
["obrysove svetlo", "", "Billboard", 1, 0.1, [0,0.5,0], [0, 1, 0], 1, 0.9, 1.1, 1, [1, 1],[_left,_left2],,0,0,"","",_object]

 substitute  "Billboard" with "SpaceObject"  and see what happens

:cheers:

PV

  • Guest
Re:Searchlights!
« Reply #13 on: 08 Oct 2003, 17:04:33 »
Here's an idea for creating a working spotlight:

Generate the spotlight P3d and classify it as a "tank" type vehicle (so that it can spin).  Set it so that it can't move and then have the init turn on the "headlight".  of course, I don't think you could move it up or down :(

Another possibility is to code it as a regular vehicle and put the spotlight on the turret?  unfortunately, I don't think the "headlights" on a vehicle class can move with its turret.  

This would take some trial and error.

KyleSarnik

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Re:Searchlights!
« Reply #14 on: 09 Oct 2003, 01:17:35 »
I don't think its possable to put headlights on turrets, but you could do it using setdir...