Ok, I have come across a problem with a small addon I'm working on. I am trying to make an ILS appoach system for use with OFP airports. Without going to much into details, ILS systems use both single flashing lights lined up in a row and groups of five steady burning lights in between the flashing lights. I have the flashing lights working, but I can't get the group of 5 to work. Am I just doing something wrong, or is only one light per object allowed in OFP?
Here is my config:
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
#define private 0
#define protected 1
#define public 2
class CfgPatches
{
   class PILOT_AppLights
   {
      worlds[] = {};
      units[] = {PILOT_AppLight1, PILOT_AppLight2};
      requiredVersion = 1.85;
   };
};
class cfgModels
{
   class Default
   {
      sections[]={""};
      sectionsInherit="";
   };
   class All {};
   class Static: All {};
   class Building: Static {};
   class NonStrategic: Building {};
   class PILOT_AppLight1: NonStrategic
   {
      sectionsInherit="";
      sections[]={};
   };
   class PILOT_AppLight2: NonStrategic
   {
      sectionsInherit="";
      sections[]={};
   };
};
class CfgVehicles
{
   class All{};
   class Static: All{};
   class Building: Static{};
   class NonStrategic: Building{};
   class Fire: NonStrategic {};
   class PILOT_AppLight1: Fire
   {
      vehicleClass="PILOT OBJECTS";
      displayName="Approach Light 1";
      model="\PILOT_AppLights\PILOT_AppLight1.p3d";
      audible=1;
      simulation="fire";
      sound="empty";
      class smoke
      {
         interval=0;
         timetolive=0;
         cloudletDuration=10;
         cloudletAnimPeriod=0;
         cloudletSize=0;
         cloudletAlpha=0;
         cloudletGrowUp=0;
         cloudletFadeIn=0;
         cloudletFadeOut=0;
         cloudletAccY=0;
         cloudletMinYSpeed=0;
         cloudletMaxYSpeed=0;
         cloudletShape=koulesvetlo;
         cl_basic=0;
         cloudletColor[]={0,0,0,0};
         initT=0;
         deltaT=0;
         maxT=0;
         class table{};
         density=0;
         size=0;
         in=0;
         out=0;
         initYSpeed=0;
      };
      class Light
      {
         Shape="koulesvetlo";
         color[] = {1.0, 1.0, 1.0, 1.0};
         ambient[] = {0.1, 0.1, 0.1, 1.0};
         position = "Light";
         size = 0.8;
         brightness = .1;
      };
   };
   class PILOT_AppLight2: Fire
   {
      vehicleClass="PILOT OBJECTS";
      displayName="Approach Light 2";
      model="\PILOT_AppLights\PILOT_AppLight2.p3d";
      audible=1;
      simulation="fire";
      sound="empty";
      class smoke
      {
         interval=0;
         timetolive=0;
         cloudletDuration=10;
         cloudletAnimPeriod=0;
         cloudletSize=0;
         cloudletAlpha=0;
         cloudletGrowUp=0;
         cloudletFadeIn=0;
         cloudletFadeOut=0;
         cloudletAccY=0;
         cloudletMinYSpeed=0;
         cloudletMaxYSpeed=0;
         cloudletShape=koulesvetlo;
         cl_basic=0;
         cloudletColor[]={0,0,0,0};
         initT=0;
         deltaT=0;
         maxT=0;
         class table{};
         density=0;
         size=0;
         in=0;
         out=0;
         initYSpeed=0;
      };
      class Light1
      {
         Shape="koulesvetlo";
         color[] = {1.0, 1.0, 1.0, 1.0};
         ambient[] = {0.1, 0.1, 0.1, 1.0};
         position = "Light1";
         size = 0.8;
         brightness = .007;
      };
      class Light2
      {
         Shape="koulesvetlo";
         color[] = {1.0, 1.0, 1.0, 1.0};
         ambient[] = {0.1, 0.1, 0.1, 1.0};
         position = "Light2";
         size = 0.8;
         brightness = .07;
      };
      class Light3
      {
         Shape="koulesvetlo";
         color[] = {1.0, 1.0, 1.0, 1.0};
         ambient[] = {0.1, 0.1, 0.1, 1.0};
         position = "Light3";
         size = 0.8;
         brightness = .07;
      };
      class Light4
      {
         Shape="koulesvetlo";
         color[] = {1.0, 1.0, 1.0, 1.0};
         ambient[] = {0.1, 0.1, 0.1, 1.0};
         position = "Light4";
         size = 0.8;
         brightness = .07;
      };
      class Light5
      {
         Shape="koulesvetlo";
         color[] = {1.0, 1.0, 1.0, 1.0};
         ambient[] = {0.1, 0.1, 0.1, 1.0};
         position = "Light5";
         size = 0.8;
         brightness = .07;
      };
   };
};
I get no error on startup, and when I turn on the lights all that appears is a single orangish light halfway up the mast. I can supply a picture if needed.
-Student Pilot
EDIT:
I have come to the conclusion that what I want to do is not possible the way I want to do it. Please feel free to correct me ;D
...So, what I want to do is define the group of five lights as an object and call a script which camcreates invisible lights in the proper places. My question is, how do I call the script. I have the following in the config:
   class PILOT_AppLight2: NonStrategic
   {
      armor=20;
      scope=2;
      destrType="DestructTree";
      vehicleClass="PILOT OBJECTS";
      displayName="Approach Light 2";
      model="\PILOT_AppLights\PILOT_AppLight2.p3d";
      class UserActions
      {
         class Lights
         {
            displayName="";
            position="Light3";
            radius=0;
            condition="player distance _this < 3000";
            statement="[_this] exec ""\PILOT_AppLights\lights.sqs""";
         };
      };        Â
   };
The reason I am using UserActions is, I want this to work with WRP placed objects, and eventhandlers don't work with WRP placed objects. My problem is, the script is not being run. How do I pass variables to the script so I can get the script working, and how do I call the script in the config?