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Author Topic: switchlight, switchmove and inflame help  (Read 702 times)

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cirkut5732

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switchlight, switchmove and inflame help
« on: 26 Feb 2005, 22:16:49 »
hey everyone
   3 quickies here.
1.i want a soldier to stand at attention with hands behind back. He is named solda, so in the init field i type -- solda switchmove "FXStandSurUniv" -- (read it in a tutorial" but when i preview it solda hasn't moved, Ive tried removing this weapons making him "safe" etc. etc. nothing seems to work

2.Same with a soldier doing pushups i read in a tutorial to type in the init field -unitname switchmove "FXStandDip" and again soldier doesnt do pushups or even a pushup

Ive exchanged the switchmove line for plamove also and does not seem to help. Do i need to use triggers or something, I want them to repeat the same action continiously.

and 3. switchlight and inflame dont work for turning my streetlights on someone said here that they automatically come on at night but they dont. I wasnt sure if i was using a addon streetlamp or original so i layed out all in my list of objects and none of them turn on with the command or at night

any suggestions?

Cap

  • Guest
Re:switchlight, switchmove and inflame help
« Reply #1 on: 26 Feb 2005, 22:33:17 »
for 3. i found this in the command reference, u doing it like this?

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"

Offline bedges

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Re:switchlight, switchmove and inflame help
« Reply #2 on: 26 Feb 2005, 22:44:38 »
don't quote me, but i don't think switchmoves/playmoves can be performed from within the init fields. that's my experience at any rate.

the way i do it, which may seem a wee bit long-winded :

place your loon, give him a name
create a trigger, dimensions quite small (about 3x3 will do)
in the 'on activation' field stick in your switchmove/playmove command for the named loon
group the trigger to the loon, and make sure the loon is inside it.

when you preview, presto, loon surrendering (which is what "FXStandSurUniv" is i believe)

this will work for the pushup animation too.

your streetlight problem - sounds like you've already tried checking everything. they should switch on when it becomes dark enough. twilight may not be enough...

Offline macguba

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Re:switchlight, switchmove and inflame help
« Reply #3 on: 26 Feb 2005, 22:54:00 »
In general switchmove/playmove does not work from the init field.   There are exceptions.  

If you want the loon to do more than two pushups you will need a loop of some kind.

Some streetlamps are not working streetlamps - they don't light up.   The ones on the bridge on Nogova are the most notorious.
Plenty of reviewed ArmA missions for you to play

Offline Planck

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Re:switchlight, switchmove and inflame help
« Reply #4 on: 27 Feb 2005, 00:26:48 »
The streelights that you find on the OFP islands turn on automatically at night by default.

However placing a streetlight in the editor using the EU is different.
Turning these lights usually produces the light source half way up the lampost instead of at the top where it should be.  It also sometimes causes a CTD.

In my opinion the streetlights are designed to be embedded in .wrp files and were never intended to be placed in the editor.

There are streetlight addons available that use the 'fire' simulation as opposed to the 'streetlight' simulation.

These however do not turn on automatically at night unless you use a script to do it, which will need to run in the background checking the time.

'fire' simulation lights are turned off and on the same way that fires are turned off and on.

firename inflame true

or

this inflame true


Planck

I know a little about a lot, and a lot about a little.

cirkut5732

  • Guest
Re:switchlight, switchmove and inflame help
« Reply #5 on: 27 Feb 2005, 02:43:46 »
I got the lamp to work but your right its halfway down the pole and only one works, the other 2 lamps i have in the list crash. Ive been looking for those "fire" lamps but not getting any search results know a place where i can find some? i dont need a script I eithere starting the mission with them on or off not both in same mission
  Thanks for all your help

cirkut5732

  • Guest
Re:switchlight, switchmove and inflame help
« Reply #6 on: 27 Feb 2005, 03:04:58 »
nevermind found em, thanks again