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gadolinite

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lights
« on: 01 Sep 2003, 07:39:52 »
how do you turn on lights?

The fluorescents on the ceiling of the Bus.

The streetlights on the Nogova bridge.

I think it is impossible for the most part, but I think I found a way.

You can get certain places in space to emit a color, or light of some kind.

If someone can tell me how to do this, i would appericate it.

Therefore I can also simulate lights on in houses.  
« Last Edit: 01 Sep 2003, 07:40:20 by gadolinite »

Offline Terox

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Re:lights
« Reply #1 on: 01 Sep 2003, 16:22:16 »
to turn a streetlight on / off, first you need to find its objectUD number, which you can do in the editor

By default all strretlights are in an auto mode, eg they come on at night, off in the day


to manually overide this, then use one of the following lines

lets say the strreetlight is object ID 33456

[object33456] switchlight "OFF"
[object33456] switchlight "ON"

to turn back to auto
[object33456] switchlight "AUTO"

this command can be placed in the init.sqs to make sure the lights are on/off throughout the mission or a script if you need them switching on or off for specific times etc
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gadolinite

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Re:lights
« Reply #2 on: 01 Sep 2003, 19:19:48 »
wait, the lights on the bridge, I do know that any other light you do this.  

what about those colors?

SheepOnMintSauce

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Re:lights
« Reply #3 on: 01 Sep 2003, 23:25:10 »
I don't know about the lights on the Nogova bridge, I think you mean the bridge in Davle or whatever. I know you can turn the other street lights off and on though by doing what Terox said to do. To find the ID of the street light click the Show ID button in the flashpoint editor and zoom in on the position of the streetlight, and you'll get it's object ID.  :)

As for the bus ceiling strip lights, I'm not sure if they come on or not. I didn't think they did, only the headlights and brakelights of the bus.. But, who knows! :o

gadolinite

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Re:lights
« Reply #4 on: 02 Sep 2003, 01:42:37 »
I bet the celing strip lights on the bus do not come on either but my way around it is that color drop thing, I heard about while reading about some dude's unofficial addon project.  Same thing with the lights on the bridge.  I'm just dying to see that bridge all lit up at night.  

Does any dude know about that ???

Out  
« Last Edit: 02 Sep 2003, 02:00:41 by gadolinite »

Offline Ottie

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Re:lights
« Reply #5 on: 02 Sep 2003, 17:14:11 »
If you set the time correct for example at midnight you will see that on nogova bridge the lights are on.
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gadolinite

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Re:lights
« Reply #6 on: 02 Sep 2003, 23:47:43 »
I think you mean the light in Davle.  Don't confuse it with the lights on the bridge.  

Big  :noo: :noo:

Offline Captain Crunch

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Re:lights
« Reply #7 on: 03 Sep 2003, 00:50:02 »
It's true, the lights on the bridge there don't come on at night. I suggest You try Terrox's idea. If in any sad case it doesn't work, try positioning street lights from the the editor/Empty/Objects/StreetLamps right over (or as close as posible) the bridge's original lights. Then use the Ol' "This InFlame True" command.

I know it works but how good can it et I don't know. If You find the solution, I appreciate You letting me know. I'll follow the threads! :D

    Cheers!
Back to the forest!

GaryP

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Re:lights
« Reply #8 on: 03 Sep 2003, 20:40:50 »
This has been a most interesting piece of information.

I read this too: http://www.ofpec.com/editors/resource_view.php?id=513

Offline KJAM

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Re:lights
« Reply #9 on: 03 Sep 2003, 20:58:28 »
maybe using the object switchlight on thing
on the bridges ID number see if that will work

Kaliyuga

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Re:lights
« Reply #10 on: 04 Sep 2003, 00:20:13 »
You can get certain places in space to emit a color, or light of some kind.

Get VektorBoson's Drop Command Tutorial  I believe its in the Ed Depot ;)

GaryP

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Re:lights
« Reply #11 on: 05 Sep 2003, 14:19:54 »
I just tried turning lights on and off.  What a gas!

Now how could the light object detect that I shot it????   Then I could shoot out the light!

Ahhhhh, but would the AI still see me as if the light was still on?

gadolinite

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Re:lights
« Reply #12 on: 06 Sep 2003, 02:18:49 »
 :oFrankly, I have never noticed the problem.   :D Here is something you can try.  :-\  I have my doubts that it will work, but give it a go.

 :afro:Set a trigger with condition
(object 'lamp post id number') damage > 0

 :afro:on activation
(object 'lamp post id number') switchlight "OFF"

Quote
:booty:What a gas!:moon:
Quote

 :cheers:good luck, out
« Last Edit: 06 Sep 2003, 07:32:34 by gadolinite »

GaryP

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Re:lights
« Reply #13 on: 08 Sep 2003, 14:06:32 »
:moon:
Quote
What a gas
:booty:  ROFLMSO

It's a shame there isn't any placeable lights in the game.  At least I could not find one.