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Author Topic: Switching lights in Nogova  (Read 1575 times)

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klavan

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Switching lights in Nogova
« on: 23 Oct 2004, 17:52:45 »
I need to place some lights sources in the isles north of Nogova (the two linked by a bridge), but I've noticed that there are no IDs for the streetlights placed on that bridge itself! :-\
So I've tried to place some streetlights here and there, switching 'em to ON, with the only result to obtain a light source in the middle of the streetlights!
Note that the streetlights appear to be correctly positioned on the ground. My problem is try to avoid to include an addon exclusevely to solve this problem, in order to mantain the mission as light as possible.
Thanks in advance for any help!
« Last Edit: 23 Oct 2004, 17:53:18 by klavan »

Offline C0LDSt33L

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Re:Switching lights in Nogova
« Reply #1 on: 23 Oct 2004, 19:49:55 »
Is it possible to setpos an existing street lamp that works correctly from Lipany or somewhere onto the bridge?

Dubieman

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Re:Switching lights in Nogova
« Reply #2 on: 23 Oct 2004, 20:21:01 »
Well, I don't think the bridge has actual working lights, cause its built in sections and the lights are just decorative I think. :P

I've heard of th light in the middle of the post deal. Not sure how to fix it but maybe use General Barrons Editor Upgrade, maybe those lights work better unless you already have it... :-\

Offline Planck

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Re:Switching lights in Nogova
« Reply #3 on: 23 Oct 2004, 20:37:26 »
I have a strong feeling that streetlights placed in the editor will not work..........they always produce the light source half way up the pole.

Streetlights placed into a .wrp file however work correctly, which leads me to the assumption that the streetlights were only ever intended to be used in .wrp files.

The alternative for streetlights in the editor is to use lights that work with the 'fire' simulation as opposed to the 'streetlight' simulation.


Planck
« Last Edit: 23 Oct 2004, 20:38:46 by Planck »
I know a little about a lot, and a lot about a little.

Offline C0LDSt33L

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Re:Switching lights in Nogova
« Reply #4 on: 23 Oct 2004, 22:07:52 »
I had a go using these once but they flickered like a fire. The radius of the light was pretty small too but they're okay if you really need  a streetlight.

klavan

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Re:Switching lights in Nogova
« Reply #5 on: 24 Oct 2004, 10:06:04 »
The alternative for streetlights in the editor is to use lights that work with the 'fire' simulation as opposed to the 'streetlight' simulation.
Planck
??? I can't understand. Can you be more explicit?
Thanks.

Offline C0LDSt33L

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Re:Switching lights in Nogova
« Reply #6 on: 24 Oct 2004, 10:36:42 »
I believe what this means is that there are two types of streetlight that can be placed in the editor. The first one is made from a streetlight and gives the streetlight effect although on my version no light is given out when its on, only a kind of shining cone effect. The other is made from a fire. Think of it as a fire which looks like a streetlamp and cant be put out or lit by the player. The type of lighting it gives is much like a fire.

There is also a difference in how you set them on. The first streetlight needs to be switched on with the  switchLight command whereas the fire street lamp must be "ignited" with the InFlame command.

If you're having no luck with the first streetlight try downloading the fire one.

If you can't find it there's also a further streetlight addon here:

http://ofp.gamezone.cz/index.php?showthis=2551

klavan

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Re:Switching lights in Nogova
« Reply #7 on: 24 Oct 2004, 11:05:16 »
OK I will try these solutions.
Eventually I will set up a sabbath of fires around the guardpost!! :)
Thanks.

Offline macguba

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Re:Switching lights in Nogova
« Reply #8 on: 24 Oct 2004, 13:05:46 »
The streetlamp addon is probably your best bet.
Plenty of reviewed ArmA missions for you to play

klavan

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Re:Switching lights in Nogova
« Reply #9 on: 24 Oct 2004, 14:04:30 »
Macguba, have you red my mail?

Offline Planck

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Re:Switching lights in Nogova
« Reply #10 on: 24 Oct 2004, 17:42:01 »
@ klavan

I'm not sure what type of lights you are after, but if you check the attached picture you will see some streetlights I have installed on a copy of Abel.wrp.

It shows Houdan at night from the air.
The lights are the modern sickly orange streetlights we have to put up with these days in real life, there is also a white version at the fuel station in Houdan.

These lights do not light up half the island, they have a more realistic spread of illumination.

Now, the lights you see on that picture are 'Streetlight' simulation, which means they are incorporated into the .wrp file.

I do also have some similar lights based on the 'Fire' simulation for use in the Mission Editor.

If you want the 'Fire' simulation lights I can easily email the file to you.

It is only a config.cpp in its own pbo, no extra model files are required as it uses the standard BIS lamp models, it only alters the colours for these variants.

Installation is simply to put the pbo in your standard Addons folder.


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

klavan

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Re:Switching lights in Nogova
« Reply #11 on: 25 Oct 2004, 11:45:22 »
I've downloaded the addon from OFCZ, but the result is the same.
If you would to send me your "fire" version I'll really appreciate it.
Thanks

Offline Planck

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Re:Switching lights in Nogova
« Reply #12 on: 25 Oct 2004, 20:29:16 »
klavan

I have sent the file to the email address listed in your profile.


The lights can be switched on by placing 'this inflame true' in the init fields of each light, or you could do it all with a script.

Most of the lights give you the option in the action menu to switch the lights off and on, it is only the tallest lights that sometimes don't give this option, probably because they are too tall.


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

klavan

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Re:Switching lights in Nogova
« Reply #13 on: 25 Oct 2004, 21:49:53 »
File received! :)
I had send a mail to you.
Thanks a lot, Planck.

Offline Planck

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Re:Switching lights in Nogova
« Reply #14 on: 25 Oct 2004, 21:54:04 »
You are welcome klavan, glad to help.


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