shuko 59 Posted March 5, 2011 (edited) I was making a night raid mission and wasn't happy with static searchlights. Here is my try to improve them. This was done in a couple of hours, so I'm looking for brave people to test it out and report bugs etc. You can specify a sector for a light to scan. It's also possible to define if the light should focus on specific target(s), the default is all players. It will follow the target until the target dies or light operator can't see it anymore. Either way, it will continue scanning the sector after that. SHK_searchlight.rar Parameters: 0: Object or Array SearchLight to be used. If operator unit doesn't start in the light, give the searchlight and the user in array. 1: Number or Array Sector to scan can be given as width of the sector, middle of the sector is the direction to which the searchlight is facing at the start. Or the sector can be given as an array containing the left and right borders of the sector in compass directions. 2: Number Optional. Knowsabout value. Stop scan when a target is spotted, focus on the target. Default is 1. 0 is no focusing. 3: Array Optional. Array of units the searchlight will focus on once it detects them. Default is all playableunits. Searchlight variables: SHK_Searchlight_Knowsabout Level of detection required for target focusing. SHK_Searchlight_Sector Scan sector. Use array only. SHK_Searchlight_Targets Array of units the light will focus on. Read-only: SHK_Searchlight_LightDamage Level of damage done to the actual light. SHK_Searchlight_Status What is the light doing? 0: nothing, fsm stopped 1: fsm started 2: scanning sector 3: focusing on a target Starting examples: nul = [sl,180] execfsm "shk_searchlight.fsm" nul = [sl,[90,180]] execfsm "shk_searchlight.fsm" nul = [[sl,slOp],180] execfsm "shk_searchlight.fsm" nul = [[sl,slOp],[90,180]] execfsm "shk_searchlight.fsm" nul = [sl,180,0] execfsm "shk_searchlight.fsm" nul = [sl,180,1,[trg1,trg2,trg3]] execfsm "shk_searchlight.fsm" OUejsRRMUws Edited March 7, 2011 by Shuko Share this post Link to post Share on other sites
buliwyf 4 Posted March 5, 2011 Sweeet! Nice job man! Share this post Link to post Share on other sites
Lonestar 11 Posted March 5, 2011 Good job shk, as usual. :) Share this post Link to post Share on other sites
Dwarden 1125 Posted March 5, 2011 well done, i can forsee usage with Invasion 44 and similar (even on AntiAir searchlights tracking for planes, locking on it then flaks and mgs focus :) yay and ofc area guarding ;) Share this post Link to post Share on other sites
shuko 59 Posted March 6, 2011 Updated Changed so that you can change parameters with setvariable while a light is scanning, instead of living with the parameters given once at the start. Changed the 3rd parameter so that with it you define the knowsabout value, which determines level of detection/identification required for focusing. Share this post Link to post Share on other sites
kremator 1065 Posted March 6, 2011 This is lovely! Thanks shk! Share this post Link to post Share on other sites
Guest Posted March 6, 2011 Release frontpaged on the Armaholic homepage. SHK_searchlight v0.2 Share this post Link to post Share on other sites
lolipoyi 10 Posted March 6, 2011 Indeed very nice script mate!! i´ve got a question though, does the fact that the AI in the video is using NVG´s affects the way it recognizes the threads? by threads i mean the guys standing on the other side of the searchlight. Lookinf forward to test this script. Cheers Share this post Link to post Share on other sites
mosh 0 Posted March 6, 2011 Another very useful script, thanks! :) Share this post Link to post Share on other sites
lightspeed_aust 681 Posted March 6, 2011 very good shk - very bloody good Share this post Link to post Share on other sites
shuko 59 Posted March 6, 2011 Indeed very nice script mate!! i´ve got a question though, does the fact that the AI in the video is using NVG´s affects the way it recognizes the threads? by threads i mean the guys standing on the other side of the searchlight. Lookinf forward to test this script. Cheers NVGs improve detection ability a lot. The detection is based on knowsAbout. Share this post Link to post Share on other sites
Kolmain 6 Posted March 6, 2011 Is there anyway to either integrate this with BIN_taskdefend and/or run it by detecting if theres a searchlight? im trying to spawn a random composition, in a random location then detect if that composition has a searchlight, and if it does add a guy and execut this script on it? Share this post Link to post Share on other sites
shuko 59 Posted March 6, 2011 After creating comp. 1. Find searchlight (nearobjects etc commands for example) 2. Create a unit to operate it 3. Start the FSM Share this post Link to post Share on other sites
Kolmain 6 Posted March 6, 2011 i know nothing about nearobjects command, any way you can help me out with it, i can do the rest jsut not detect the searchlight :( Share this post Link to post Share on other sites
shuko 59 Posted March 6, 2011 (edited) Well, didn't bother testing this (have to leave something for you to do :P). _pos = getmarkerpos "compCenter"; _objs = nearestObjects [_pos, ["Searchlight"], 200]; if (count _objs > 0) then { _o = (creategroup WEST) createunit ["USMC_Soldier",_pos,[],0,"none"]; _sl = _objs select 0; _o moveingunner _sl; [_sl,[123,234]] execfsm "shk_searchlight.fsm"; }; Edited March 6, 2011 by Shuko Share this post Link to post Share on other sites
Kolmain 6 Posted March 6, 2011 will do, but arent there different kinds of searchlights? Like _RU and _USMC? Share this post Link to post Share on other sites
shuko 59 Posted March 6, 2011 There sure are, but the command works with the whole CfgVehicles tree. Share this post Link to post Share on other sites
Kolmain 6 Posted March 6, 2011 Ah, so it will auto-jamatically grab all base searchlights, brilliant :) Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted March 6, 2011 Yeah, the searchlight A.I. is completely retarded. You have to turn the skill level up all of the way to get anything approaching normal behavior, but they still don't scan that much. If, however, you move into their cone they will then aim the light at you and follow you with it. The problem with turning their skill level up enough to get somewhat normal searchlight behavior is that if they dismount, you now have a super-human trooper to contend with. Share this post Link to post Share on other sites
shuko 59 Posted March 7, 2011 Updated Added a variable to check what the light is currently doing. SHK_Searchlight_Status 0: nothing, fsm stopped 1: fsm started 2: scanning sector 3: focusing on a target Share this post Link to post Share on other sites
Guest Posted March 7, 2011 New version frontpaged on the Armaholic homepage. SHK_searchlight v0.21 Share this post Link to post Share on other sites
sxp2high 23 Posted May 4, 2011 Great work Shuko! Exactly what i need for my current mission... Working very well. Thank you! :cool: Share this post Link to post Share on other sites
foxsch 3 Posted May 22, 2015 well done, i can forsee usage with Invasion 44 and similar (even on AntiAir searchlights tracking for planes, locking on it then flaks and mgs focus :) yayand ofc area guarding ;) Did this ever happen? (The AntiAir searchlight I mean} I've been searching for a long while but never came up with anything that could throw out a powerful enough beam to simulate the'Blitz' WWII type cones of light? I don't have the know-how to put it together but I'd still like to see one - is it possible? If not A2 - A3? Share this post Link to post Share on other sites