Home   Help Search Login Register  

Author Topic: illumination  (Read 940 times)

0 Members and 1 Guest are viewing this topic.

Offline 22jacket

  • Members
  • *
  • I'm a llama!
illumination
« on: 01 Apr 2005, 02:17:49 »
Hi,
is there a script so I can put up illumination in game..ie troops wandering across field..hit tripwire sends illumination into the sky....or artillery sending illumination innthe air when requested..

Offline Roni

  • Members
  • *
  • Play the Game !
Re:illumination
« Reply #1 on: 01 Apr 2005, 03:38:19 »
Hi 22

All you need to do is create a trigger with activation = Any Present, Once.  In the Activation field simpy put in "flare" camCreate [getpos this select 0, getpos this select 1, 150].  I'm not exactly sure of the "this" bit, but that should do it - as soon as anyone enters the trigger zone a white flare will be immediately camcreated 150m over their heads.

Good luck with it.



roni

nmanjar

  • Guest
Re:illumination
« Reply #2 on: 01 Apr 2005, 16:10:58 »
mapfact created some flare traps, i forget which pack of theirs its in, all I know is I got it somehow one time, some place, one day, somewhere, out there

Offline Flauta

  • Members
  • *
  • There is no knownledge, that is no power
    • Chek mi FLog
Re:illumination
« Reply #3 on: 01 Apr 2005, 23:22:14 »
Maybe trining these?

put an Heliport(invisible) whereever you want to send the flare, and name it something... like "flare1"

now crate a trigger like Roni says, but add these in the On Activation line
Code: [Select]
"flare" camCreate [getpos flare1 select 0, getpos flare1 select 1, 150]
it only change that you select where the flare will be sendt when the trigger is activated.. it camcreats it over the Invisble H...
but you also can try to "inflame" some others lights... adding (objetID) inflme true, previusly setting that object inflame false...

Flauta

Offline Roni

  • Members
  • *
  • Play the Game !
Re:illumination
« Reply #4 on: 02 Apr 2005, 02:04:17 »
Well said Flauta - nice touch.

Of course to REALLY add to the effect you should have the trigger run a small script.  In the script you add a custom "flare launch" sound effect and have the flare start at around 1m height with an upward velocity of (say) 50.  Acording to my dubious maths this should see the flare jump up to around 130m before beginning it's descent.

Note that you can't have the flare start at 0m because as soon as it touches the ground it will go out    :'(



roni

Offline Tyger

  • Former Staff
  • ****
  • I was at OFPEC when it still had dirt floors...
    • OFPEC
Re:illumination
« Reply #5 on: 02 Apr 2005, 04:09:01 »
Im not sure if invisible helipads set off the flare, you might want to test that.
I actually use game logics myself. If you want to use a GL, just replace the invisible helipads with GLs.

But you can use either. ;)
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

MSG Mike Everret - We Will Never Forget - '75-'08

2nd Ranger

  • Guest
Re:illumination
« Reply #6 on: 16 May 2005, 17:42:48 »
Hello,

I'm trying to create some illumination either when the enemy is detected at a certain area, or when flares are called in via radio.

I tried "flare" camCreate [getpos flare1 select 0, getpos flare select 1, 150], but when I put it in the activation line, I get "Error type object, expected nothing."  

Any help offered would be appreciated.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:illumination
« Reply #7 on: 16 May 2005, 17:44:49 »
Your code has a typo.   Is the gamelogic or whatever it is called flare or flare1?
Plenty of reviewed ArmA missions for you to play

2nd Ranger

  • Guest
Re:illumination
« Reply #8 on: 16 May 2005, 18:04:47 »
I just fixed it - I added flare1 = before the code so now it is

flare1 = "flare" camCreate [getpos marker1 select 0, getpos marker1 select 1, 150]

where marker1 is the game logic, and now it works fine. Thank you for replying anyway  :)