Home   Help Search Login Register  

Author Topic: this inflame true  (Read 680 times)

0 Members and 1 Guest are viewing this topic.

9thInf-Shifty

  • Guest
this inflame true
« on: 17 Oct 2003, 03:53:02 »
i want to have a lamp lit in my mission but when i put this inflame true int he init feild it still doesnt light, anyone know the problem?

Homefry31464

  • Guest
Re:this inflame true
« Reply #1 on: 17 Oct 2003, 04:04:19 »
I think inflame only works with fires.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:this inflame true
« Reply #2 on: 17 Oct 2003, 11:02:01 »
lamppost switchLight mode

Operand types:
lamppost: Object
mode: String
Type of returned value:
Nothing
Description:
Controls lamppost mode. Mode may be "ON", "OFF", "AUTO". "AUTO" is default, lampost is on only during nighttime.

Example:
nearestObject [player, "StreetLamp"] switchLight "Off"

comment »

macguba  May 01, 2003, 13:48  
Another example:
object 159582 switchlight "on"

Use lightIsOn to check the status of a lamppost.
 
 
Plenty of reviewed ArmA missions for you to play

9thInf-Shifty

  • Guest
Re:this inflame true
« Reply #3 on: 18 Oct 2003, 01:21:53 »
that is a script? i am not used to making missions with scripts what do i do with that

Offline LCD

  • Former Staff
  • ****
    • Everon Cartel
Re:this inflame true
« Reply #4 on: 18 Oct 2003, 01:54:51 »
dats just simple command

put it in init of som1 trigers or even in scripts ;)

but i think dis works only 4 da island preplaced lights ;) wat kind of lamp did u put ?

try puting in its init (on case it have 1) somin like

this switchlight "on"

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

9thInf-Shifty

  • Guest
Re:this inflame true
« Reply #5 on: 19 Oct 2003, 17:18:07 »
i put just a normal streelamp