Jayd33 2 Posted March 19, 2013 Hi; I made a night mission with chemlights on the floor as bread crumbs to lead the people, but when playing after like 30-45mins it goes pitch black. It's as the chemlights have gone out. So whats the lifespan of a chemlight ? thx for a reply, Jayd33 Share this post Link to post Share on other sites
Beagle 684 Posted March 19, 2013 Do you mean RL lifespan or in game? Share this post Link to post Share on other sites
Jayd33 2 Posted March 19, 2013 In game. It seems that they go out after some time. Share this post Link to post Share on other sites
cuel 25 Posted March 19, 2013 Seems like it's 15 minutes. class Chemlight_green: SmokeShell { model = "\A3\Weapons_f\chemlight\chemlight_green_lit"; effectsSmoke = "ChemlightLight_green"; timeToLive = 900; }; Share this post Link to post Share on other sites
Jayd33 2 Posted March 19, 2013 Ty Cuel, that will be alot of triggers then, when bluefor leaves the triggerarea, the chemlight will go out after 15mins. Share this post Link to post Share on other sites
pvtdancer 5 Posted March 20, 2013 So where do you put that in order to lengthen their life? I feel like I missed something. Share this post Link to post Share on other sites
Jayd33 2 Posted March 20, 2013 So where do you put that in order to lengthen their life? I feel like I missed something. I dont think there is. I've placed triggers around so when bluefor enters the trigger area when present the chemlight turns on. I just hope it works like a swithc, after 15mins the chemlight goes out but when bluefor enters the area again or still present it turns on again. Share this post Link to post Share on other sites
pvtdancer 5 Posted March 20, 2013 ahhh I see. That will probably work for my mission. I'm using mine to light up a supply drop but if someone joined in late they may miss it since the mission takes place at night. What cmd are you using for the trigger that controls the chem lights? Share this post Link to post Share on other sites
Jayd33 2 Posted March 20, 2013 _light = "Chemlight_green" createVehicle getPos triggername; Share this post Link to post Share on other sites
BirdFilm 1 Posted April 14, 2013 Is there a function that can check if the chemlight is still alive, and if not add a new one? Actually what I'd really like to do is create a new class of chemlight that has a massive timetolive value. That way I could use "static" chemlights as permanent scene lights e.g. for lighting a base. Then the regular chemlights could still be used by players. (I'd like to be able to do something similar with flares too). Alternatively, is there a way for a script to alter the object's time-to-live value as and when it is called, so the scripted chemlights behave in the new way and the ones thrown by players behave in the default way? Share this post Link to post Share on other sites
killzone_kid 1330 Posted April 14, 2013 Is there a function that can check if the chemlight is still alive, and if not add a new one?Actually what I'd really like to do is create a new class of chemlight that has a massive timetolive value. That way I could use "static" chemlights as permanent scene lights e.g. for lighting a base. Then the regular chemlights could still be used by players. (I'd like to be able to do something similar with flares too). Alternatively, is there a way for a script to alter the object's time-to-live value as and when it is called, so the scripted chemlights behave in the new way and the ones thrown by players behave in the default way? you need to make mod to overwrite classes class Chemlight_green_long: Chemlight_green { timeToLive = 900000; }; something like that? to check if it is still alive you can use isNull Share this post Link to post Share on other sites
neokika 62 Posted April 14, 2013 The following should work: _chemLight = createVehicle ["Chemlight_green", _somePosition, [], 0, "CAN_COLLIDE"]; waitUntil { isNull _chemLight }; hint "ChemLight has been deleted!"; Share this post Link to post Share on other sites
zooloo75 834 Posted April 15, 2013 while {true} do { _chemLight = "Chemlight_green" createVehicle (position LOGICNAME); sleep 900; deleteVehicle _chemLight; }; This will create the chemlight at a game logic, then wait for 900 seconds (which is the duration the light lasts according to cuel's post), then it will delete the chemlight and make a new one. It will do this forever. Share this post Link to post Share on other sites