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Author Topic: units & light  (Read 806 times)

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Pingo

  • Guest
units & light
« on: 01 Feb 2005, 03:38:31 »
Hi there..

Well.

If i have a unit "mg" and it's dark, the unit turns on his lights.. how can i get the unit to turn off the light.. have the same prob with uaz's.. ?!


JackDVS

  • Guest
Re:units & light
« Reply #1 on: 01 Feb 2005, 03:54:25 »
You can put his behavior on stealth

Pingo

  • Guest
Re:units & light
« Reply #2 on: 01 Feb 2005, 04:42:50 »
Yeah..

tryed that.. does'nt work here.. ?!


Mattheus

  • Guest
Re:units & light
« Reply #3 on: 01 Feb 2005, 09:39:44 »
Hi...

For a car or a vehicle, JackDVS is right. Setting behaviour on stealth works fine.

For a machinegun post. It's a bit different. I've used the command action "light off". The problem is that the machine gun automatically turns on its light just after switched it off.
So I don't know how to solve this problem.

Look at the test mission. I've made a stupid script wich, with a smart loop, turns off the ligth of the mg. It works, but I think there's a more easy way to do it. It's not a good solution, because a such loop take too much memory.

Ask to advanced scripters...
« Last Edit: 01 Feb 2005, 09:40:09 by Mattheus »

Pingo

  • Guest
Re:units & light
« Reply #4 on: 01 Feb 2005, 13:20:50 »
As you said JackDVS with the car it was right...

But it's the mg witch is the prob...  ;)

I'll try to look at the test mission..

Thx m8

GI-YO

  • Guest
Re:units & light
« Reply #5 on: 01 Feb 2005, 13:29:05 »
If you set the gun to COMBAT then the light will be off.

GI-YO

Pingo

  • Guest
Re:units & light
« Reply #6 on: 01 Feb 2005, 16:02:44 »
Well it's does'nt work.. ?!


Im getting a AI to moveingunner on the mg.. I've tryed this out..


this moveingunner mg1; this setbehaviour "stealth";

this moveingunner mg1; this setbehaviour "combat";


Offline Grizzlie

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Re:units & light
« Reply #7 on: 01 Feb 2005, 16:42:02 »
I have been fighting with it for some time.
And in the end i have finished with writting a small add-on - config only, where i have created new MG, based on M2, but with removed whole class Reflectors.
Now i have 2 types of MG - with and without lights :)

Offline Mr.Peanut

  • Former Staff
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Re:units & light
« Reply #8 on: 01 Feb 2005, 16:44:55 »
MG lights are a sharp stabbing bleeding pain in the arse.  If you are going for an element of surprise, your only choice is not to man the MG until players are within close range.
urp!

Offline 456820

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Re:units & light
« Reply #9 on: 01 Feb 2005, 21:17:27 »
how about "mg lightoff" then make a loop so it will stay off but the loop must bee something with a small gap in

Offline macguba

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Re:units & light
« Reply #10 on: 02 Feb 2005, 19:05:34 »
Somebody solved this perennial tricky one some time ago ... I think it was a fast looping script but I'm not sure.     Use the forum search function and keep beating it over the head until you find it.
Plenty of reviewed ArmA missions for you to play