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Id love to be able to have a spot light that has the AAA effect from the sides and tracks the turret, with the actual lighting of the searchlight.
i put this inside the spawn ai vehicle file of DMS, im having trouble with getting this script to recognize what vehicle its init with
for it to effect ALL vehicles with turrets? can i use a condition as the name?
"vehicle_name" change to "turret" or "vehicle"?
Got it, I just want the vics that are included in the list / have the script executed via the initialization field to start toggled off, rather than toggled on.
Depends on how you want the mission to work, you can make search lights activated by the time of the day or the presence of the player or another accomplished task. All you need is to set as false some variables then run the script using the name of the vehicle but with a waituntil before, you can do that in init.sqf or another script.
Something along the line:
variable_1=false;
[] spawn {
waituntil {variable_1};
run the script for the vehicle X
};
It's up to you when and how you make variable_1 true and you can do that for as many vehicles you want, but do not crowd too many in one place, there is an engine limitation on how many light sources can be rendered.
_planeClass = selectRandom
[
"RHS_Mi8AMT_vdv",
"B_Heli_Transport_01_F"
];
_pilot = _group createUnit ["I_helicrew_F", _startPosition, [], 100, "NONE"];
_pilot disableAI "Lights";
_pilot setPilotLight true;
_pilot setSkill 1;
[_pilot] joinSilent _group;
_plane = createVehicle [_planeClass, _startPosition, [], 100, "FLY"];
null = [_planeClass] execVM "AL_searchlight\al_search_light_ini.sqf"; //<------------
_plane setVehicleAmmo 0;
_plane setFuel 0.1;
_pilot assignAsDriver _plane;
_pilot moveInDriver _plane;
_pilot allowDamage false;
_plane allowDamage false;
_plane flyInHeight _flyHeight;
_plane disableAI "TARGET";
_plane disableAI "AUTOTARGET";
When stating using the vehicles init, where is this located outside of the editor?
See how i did it in my demo mission and it should work for you too.
Also check out these videos, maybe you missed something:
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
Yeah, I don't think i made the beam work with chopers. So it works as intentended.
Changes:
- added a decorative volumetric light to the search light itself
- script tweaks and optimization
- gunner and pilot can turn on and off the search light via action menu for armed vehicles, turrets and respectively for helicopters
- you can add a decorative search light for armed vehicles
Short video update
https://www.youtube.com/watch?v=OqsDi8ihS5M
There is none. I will keep that in mind for the next update tho.
Thanks for letting me know buddy!
https://c2.staticflickr.com/2/1264/1314574914_53bac1f90f_b.jpg
That is what we need for arma ASAP!
Thanks buddy, but this is not going to work well as anti-air searchlight due the limited range.
I could make it work if i find a way to use the volumetric light, to be specific i need to find a way to set up direction for volumetric light particles, i don't know yet how to avoid randomisation. Must have something to do with animation phase of the particle, i need to do more digging.
What's that object in CUP you talking about? I'll have a look. Give me the classname please if possible. Thanks!
Don't worry about posting links, is welcomed as long they are on topic and useful.
Because comes under a form of script and is easier for mission makers to use it if they see in action, hence the DEMO mission.
Where else do you think will fit better? Is not a mod you know... asuming you know the difference.
Good finding, i hope it works, will be useful for communities who decide to use it, i think you need it on server and client side to work.
Tho will be much better if it will be integrated in a mod we already use like CUP or RHS, to avoid mods clutter, i already use 50 mods or so :) and is tricky to keep them updated and diagnose which one breaks the game after each ARMA update.
CUP and RHS should have this at some point.
Good to hear! Thank you for testing mate!
As for the add action if you want to make work MP and JIP compatible is a little tricky.
Google it i remember i saw something on BIS or ARMAHOLIC forums.
When i have time i will have look myself.
The script is not defined as a function so you need to run it everytime you use AddAction.
You have add an action when you create the vehicle and when used you run the script.
The mission is MP or SP?
just asking cause i am working on a mission that uses Ravage at its core and allows you to have dynamic vehicle spawns and vehicle patrols
If you have suggestions for another vanilla object i can use instead let me know.
There is a block in the script you need to un-comment to have a source light.
Is something i want to tweak a bit before release it publicly.
Problem is attached objects or lights behave weird on a moving vehicles and i am trying to compensate that somehow, we will see how turns out.
I hope CUP will bring this back, but in vanilla we would still miss it, that's why i think is better if BIS brings that asset back.