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Is not supported ATM. I took a break from Arma, dunno when is going to end if ever.
However the script is simple and basic and should still work.
If the demo mission works then it should work in your mission as well.
For more info about using my scripts check these out.
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
Keep it up!
Also very noob question, I have subscribed to this, but I cannot see anything in my steam workshop. Where do I find the script?
No noticeable effect on FPS, however the number of lights rendered in field of view is limited to 32 or so and they will start flickering at some point if they are too many
with 6 lights you should be fine, it shouldn't be the issue
There are few things to consider:
- there is a parameter in light definition which sets the distance for light visibility and you can tweak that
- the engine limits the number of lights and if you have too many in an area some of them will go on and off
- i don't think i did this but in any case double check maybe i have an while or waituntil waiting for player to get close in order for the light to be visible
Try to hide the device, light effect should be still visible i think
No bro, for that you need something else. By scriptin you could alternate the colors, as for rotating a beacon i think a mod would be better, in principle what you would need is to rip off the beacon from vanilla special device
Yeah, is a friend of mine using this script
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1264549061
this was an early video
https://www.youtube.com/watch?v=uKfVNPyzFdA
You can achieve what you described using this
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1387052380
in combination with this Ambient&Spot Light script. You attach the light to a floating object only that you have to control de light brigthness to make it pulsate, in many of my scripts i have light sources changing brightness over time have a look and see how i've done it, or just use a vanilla road cone object and make it bounce
- small change in script' syntax, but the parameters remain the same, see ini_light.sqf for more info
- added a fail safe for when the script is executed from init field of an object and the mission is for MP
- small changes
Yup, send away!
First you would need to re-iterate the effect from time to time, otherwise particles will fade out, fall or fly away. Like i did in my mission.
You can make the effect cover a longer distance but your view distance will limit the effect anyways and the number of particles will increase and reach the limit which will make other particles not to show or make you have a lower frame rate. That's why i have limited the range for the effect. My goal is to use minimum resources for my scripts either is the number of calculations required or number of particles or objects.
There is a work around and maybe a different set of particles that can be used and i will have a look and do some tests when my free time will allow it.
I did something in that direction, but is not ready for public release, see this mission and rip off the script if you want to
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=731218653
On some buildings light goes through the walls. For example I was trying to put red lights in a building:
http://i.imgur.com/xzKEA4U.jpg
http://i.imgur.com/tP7d0nn.jpg
Moving the object with light (invisible helipad) away from walls or lowering the light brightness does not help. Do you know any workaround maybe?
Awesome script by the way.