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Author Topic: light sensor...  (Read 3146 times)

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Offline 456820

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Re:light sensor...
« Reply #15 on: 17 Aug 2005, 08:54:09 »
what about a soldier with NVG's if he has them on its dark and you might be able to do it with hasweapon just another though if you cant do the jeep one

funkster

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Re:light sensor...
« Reply #16 on: 17 Aug 2005, 10:36:51 »
ah.....cleverr......  
 ;)

Offline Mikero

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Re:light sensor...
« Reply #17 on: 18 Aug 2005, 01:10:50 »
Nah, what's clever is a genius like me coming up with the solution without having to actually find out how to make it work! Now, that's clever 8) ;D
Just say no to bugz

funkster

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Re:light sensor...
« Reply #18 on: 18 Aug 2005, 03:06:58 »
Clever indeed,

I searched this thread for your solution, and it seems what is clever is "a genius like you coming up with a solution, without actually having to come up with a solution, OR make it work" - nice one!  :P ;)

Offline bedges

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Re:light sensor...
« Reply #19 on: 18 Aug 2005, 07:34:05 »
off-topic gentlemen, as your posts freely admit. tsktsk... :hmm:

anyways, at present there seems no way to interrogate loons with nvgoggles or loons in jeeps with lights. no way to get at the number of actions in a vehicle, no way to tell if the nvgoggles are on or off. hasweapon simpy states that nvgoggles exist.

temporary solution is to include a dialog for the player to manually enter the date, or a field in the init.sqs file.

thanks for the help anyways  8)

Offline Speeder

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Re:light sensor...
« Reply #20 on: 18 Aug 2005, 18:09:40 »
Turn the missioneditor to advanged.
Turn on ID's
Find the ID of a streetlamp (74632 (made that one up))

#Loop
~60
? (74632 inflame false) : GOTO #Loop
Execute my code here

exit


Thats my suggestion.
There are 10 kinds of people in this world. Those who get it, and those who don't.

Dubieman

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Re:light sensor...
« Reply #21 on: 18 Aug 2005, 18:59:56 »
One problem is.... standard streetlights are not affected by inflame. Its an action switch like auto, on, off. ;)

Quote
off-topic gentlemen, as your posts freely admit. tsktsk... Hmmm.....
Can never have fun when its the mod's thread. ::) ;D

Offline Mikero

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Re:light sensor...
« Reply #22 on: 19 Aug 2005, 02:16:30 »
>off-topic gentlemen, as your posts freely admit. tsktsk...

ooo, you know how much I like it when you whip me.
---
Umm, is this far fetched?

could you make a small addon that overrides the action of a 'standard' streetlamp. Such that when it is told to fire up it destroys itself (setdamage=1.0)

that way you could test for it right?

I know you can override the action with an inflame type of script, but I don't know if it's 'automatically' used by the engine.

maybe i should shut up.
Just say no to bugz

Offline bedges

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Re:light sensor...
« Reply #23 on: 19 Aug 2005, 08:30:42 »
all help is appreciated, mikero, you don't need to shut up. i like hearing you yelp :P

the question is moot. i'd rather not get into anything overly complicated - all i wanted was a generic way of finding out when it gets dark in any mission, without explicitly knowing beforehand, but it seems unlikely to happen using any of the traditional means.

thanks to all contributors  8)