progamer 14 Posted August 2, 2013 Me and Soolie are attempting to creating a better version of his original script like you saw in the video. Share this post Link to post Share on other sites
kdk11 1 Posted August 2, 2013 Me and Soolie are attempting to creating a better version of his original script like you saw in the video. do you think you could make it have a hard top? or would that involve customly making it?. Share this post Link to post Share on other sites
LemTheGentleman 11 Posted August 3, 2013 That would have to be custom Share this post Link to post Share on other sites
mindstorm 8 Posted August 3, 2013 This was posted for the cop lights in a other thread. _vehicle = _this select 0; _lightRed = [5, 0.5, 0.5]; _lightBlue = [0.5, 0.5, 5]; lightleft = "#lightpoint" createVehicle getpos _vehicle; lightleft setLightColor _lightRed; lightleft setLightBrightness 0.4; lightleft setLightAmbient _lightRed; lightleft lightAttachObject [_vehicle, [-3, 0.8, 0]]; lightleft setLightAttenuation [3, 0, 0, 0.6]; lightright = "#lightpoint" createVehicle getpos _vehicle; lightright setLightColor _lightBlue; lightright setLightBrightness 0.4; lightright setLightAmbient _lightBlue; lightright lightAttachObject [_vehicle, [3, 0.8, 0]]; lightright setLightAttenuation [3, 0, 0, 0.6]; // playSound "AlarmCar"; _leftRed = true; while{ (alive _vehicle)} do { if(_leftRed) then { _leftRed = false; lightleft setLightColor _lightRed; lightleft setLightAmbient _lightRed; lightright setLightColor _lightBlue; lightright setLightAmbient _lightBlue; //playSound "AlarmCar"; } else { _leftRed = true; lightleft setLightColor _lightBlue; lightleft setLightAmbient _lightBlue; lightright setLightColor _lightRed; lightright setLightAmbient _lightRed; }; sleep 1; }; Only "issue" with it was that the lights aren't resembling cones. Share this post Link to post Share on other sites
CJoke 11 Posted August 3, 2013 (edited) This was posted for the cop lights in a other thread. (...) Only "issue" with it was that the lights aren't resembling cones. OMG, thats ugly. I made a few changes, thats make it more real-looklike Blue Coplights BlingBling: fnCJ_PoliceBlink = { Private ["_vehicle","_lightRed","_lightBlue","_lightleft","_lightright","_leftRed"]; // _this select 0 : objVehicle // _this select 1 : blingspeed //[_carobj,0.25] spawn fnCJ_PoliceBlink; _vehicle = _this select 0; _lightRed = [0.1, 0.1, 20]; //color left _lightBlue = [0.1, 0.1, 20]; //color right _lightleft = "#lightpoint" createVehicle getpos _vehicle; sleep 0.2; _lightleft setLightColor _lightRed; _lightleft setLightBrightness 0.2; _lightleft setLightAmbient [0.1,0.1,1]; _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.54]]; //exact position of leftlight //helperSphere1 attachTo [_vehicle, [-0.37, 0.0, 0.54]]; //positiontest with 10cm helpersphere _lightleft setLightAttenuation [0.181, 0, 1000, 130]; _lightleft setLightIntensity 10; _lightleft setLightFlareSize 0.38; _lightleft setLightFlareMaxDistance 150; _lightleft setLightUseFlare true; _lightright = "#lightpoint" createVehicle getpos _vehicle; sleep 0.2; _lightright setLightColor _lightBlue; _lightright setLightBrightness 0.2; _lightright setLightAmbient [0.1,0.1,1]; _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.54]]; //exact position of rightlight //helperSphere1_1 attachTo [_vehicle, [0.37, 0.0, 0.54]]; //positiontest with 10cm helpersphere _lightright setLightAttenuation [0.181, 0, 1000, 130]; _lightright setLightIntensity 10; _lightright setLightFlareSize 0.38; _lightright setLightFlareMaxDistance 150; _lightright setLightUseFlare true; _leftRed = true; while{ (alive _vehicle)} do { if(_leftRed) then { _leftRed = false; _lightright setLightBrightness 0.0; sleep 0.05; _lightleft setLightBrightness 2; } else { _leftRed = true; _lightleft setLightBrightness 0.0; sleep 0.05; _lightright setLightBrightness 2; }; sleep (_this select 1); }; deleteVehicle _lightleft; deleteVehicle _lightright; }; best viewed @ Night Picture: //steamcommunity.com/sharedfiles/filedetails/?id=166301461 happy fun, C.Joke Edited August 5, 2013 by CJoke bettercode Share this post Link to post Share on other sites
Tand3rsson 10 Posted August 6, 2013 (edited) Cjoke, how would one go about Calling your script for a vehicle? ... or anyone else who might have an idea on how to do it :D? Edited August 6, 2013 by Tand3rsson Share this post Link to post Share on other sites
CJoke 11 Posted August 6, 2013 (edited) @ Tand3rsson: I don't know if I understand what you mean... anyway here is the code to create a policar: create a marker on Map called "CarPos" _pos = getMarkerPos "CarPos"; _carobj = "C_Offroad_01_F" createVehicle (_pos); _carobj setDir (markerDir "CarPos"); sleep 0.3; _carobj animate ["HidePolice", 0]; _carobj animate ["HideServices", 1]; _carobj animate ["HideBackpacks", 1]; _carobj animate ["HideBumper1", 1]; _carobj animate ["HideBumper2", 0]; _carobj animate ["HideConstruction", 0]; _carobj animate ["HideDoor1", 0]; _carobj animate ["HideDoor2", 0]; _carobj animate ["HideDoor3", 0]; _carobj animate ["HideGlass2", 0]; _carobj setObjectTexture [0,"\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE03_CO.paa"]; //Carcolor Blue [_carobj,0.25] spawn fnCJ_PoliceBlink; //Make it Bling Edited August 6, 2013 by CJoke Share this post Link to post Share on other sites
Tand3rsson 10 Posted August 6, 2013 (edited) Thank you, I have a finished car in editor which I want to make put on sirens after a while. So, I save your script as "fnCJ_PoliceBlink.sqf" in the mission folder, correct so far? Then in the trigger I put [carName, 0.25] spawn fnCj_PolceBlink; Would this work? Cause if I do it like you have above, the sirens will be on from the start. Tested, did not get it to work EDIT: Ok, I solved it to work like I needed. First I pasted the whole fnCj_policeBlink into my init.sqf. Then i created a simple policelights.sqf: _carobj = _this select 0; [_carobj,0.25] spawn fnCJ_PoliceBlink; So when I wanted it to switch on lights I have a trigger: on act: null = [carName] execVm "policelights.sqf" THANK YOU for your help man! Edited August 6, 2013 by Tand3rsson I aint all that bright Share this post Link to post Share on other sites
Vexor 10 Posted September 4, 2013 cursorTarget animate ["HidePolice", 0]; cursorTarget animate ["HideServices", 1]; cursorTarget animate ["HideBackpacks", 1]; cursorTarget animate ["HideBumper1", 1]; cursorTarget animate ["HideBumper2", 1]; cursorTarget animate ["HideConstruction", 1]; [color="#FF0000"]cursorTarget animate ["BeaconsStart", 1];[/color] Now you only need to broadcast the animation to your clients! Share this post Link to post Share on other sites
kylania 568 Posted September 4, 2013 Nice find Vexor, that does work for the lights! Excellent! Share this post Link to post Share on other sites
trent 14 Posted September 5, 2013 Is it just the offroad that has these functions? There was a mention of a Hunter Riot Police in the files. Share this post Link to post Share on other sites
GefrBachmann 1 Posted September 5, 2013 Sorry guys I am new to editing and just couldn´t figure out where I need to put this PHP codes and scripts? In the init field of the offroad? Share this post Link to post Share on other sites
kylania 568 Posted September 5, 2013 Here's how to do the Police Offroad: Init of the Offroad: _police = this execVM "policeOffroad.sqf"; policeOffroad.sqf: /* File: policeOffroad.sqf Author: Adapted from code by pettka Description: Sets proxies for the car to police, adds actions for sirens. Parameter(s): None Returns: Nothing */ if (isServer) then { _this animate ["HidePolice", 0]; _this animate ["HideServices", 1]; _this animate ["HideBackpacks", 1]; _this animate ["HideBumper1", 1]; _this animate ["HideBumper2", 0]; _this animate ["HideConstruction", 0]; }; _this setObjectTexture [0, "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE02_CO.paa"]; _this setObjectTexture [1, "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE02_CO.paa"]; _this addAction ["Beacons On",{(_this select 0) animate ["BeaconsStart",1]},[],50,false,true,"","_target animationPhase 'BeaconsStart' < 0.5 AND Alive(_target) AND driver _target == _this"]; _this addAction ["Beacons Off",{(_this select 0) animate ["BeaconsStart",0]},[],51,false,true,"","_target animationPhase 'BeaconsStart' > 0.5 AND Alive(_target) AND driver _target == _this"]; Share this post Link to post Share on other sites
GefrBachmann 1 Posted September 5, 2013 Ah okay, I have to save the sqf filein the missions folder. Thank you very much! Share this post Link to post Share on other sites
magicpanda 19 Posted September 5, 2013 Never mind I'm an idiot. Nice job on finding this :) ---------- Post added at 11:34 PM ---------- Previous post was at 09:59 PM ---------- Kylania how would you add a say3d action to that (providing everything is set up in description etc. Been scratching my head to no avail. ---------- Post added at 11:49 PM ---------- Previous post was at 11:34 PM ---------- I can add the action ok. this addAction ["Siren", "siren.sqf", "", 0, false, false, "", "_this in _target"]; siren.sqf isnt working. _police say3d "siren"; Share this post Link to post Share on other sites
Brain 12 Posted September 6, 2013 Is there a way to get the black offroad with police lights, backpacks and stuff on the model + the .50 BMG on it? Share this post Link to post Share on other sites
kylania 568 Posted September 6, 2013 Doesn't look like the sirens work on the armed offroad for some reason. Share this post Link to post Share on other sites
GefrBachmann 1 Posted September 10, 2013 I tried to set a color for my car but it didnt work. i put this into the init field of an empty offroad: this setObjectTexture ["\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE05_CO.paa" ] Share this post Link to post Share on other sites
kylania 568 Posted September 10, 2013 You missed a 0. :) this setObjectTexture [[color="#FF0000"]0,[/color] "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE05_CO.paa"][color="#FF0000"];[/color] Share this post Link to post Share on other sites
Magirot 14 Posted September 10, 2013 Furthermore, at least before, they didn't work directly from the object init, since Bohemia's randomisation script runs right after that. Larrow posted a simple workaround using spawn earlier in this thread: http://forums.bistudio.com/showthread.php?156120-Setting-Color-of-Offroad&p=2408318&viewfull=1#post2408318 I guess a script executes late enough as well, since people have been using them without problems? Share this post Link to post Share on other sites
GefrBachmann 1 Posted September 10, 2013 Thanks for replying guys but-- I don´t get it. I tried it with these codes but it didn´t work. It spawned in another color and changed with every respawn :D What I need is a car that stays the same color, no matter what it is, no matter how often a mission is restarted. All the vehicle textures changed with the last classname changes"\A3\soft_F\Offroad[color="#FF0000"]_01[/color]\Data\Offroad[color="#FF0000"]_01[/color]_ext_co.paa", //red "\A3\soft_F\Offroad[color="#FF0000"]_01[/color]\Data\Offroad[color="#FF0000"]_01[/color]_ext_BASE01_CO.paa", //yellow "\A3\soft_F\Offroad[color="#FF0000"]_01[/color]\Data\Offroad[color="#FF0000"]_01[/color]_ext_BASE02_CO.paa", //white "\A3\soft_F\Offroad[color="#FF0000"]_01[/color]\Data\Offroad[color="#FF0000"]_01[/color]_ext_BASE03_CO.paa", //blue "\A3\soft_F\Offroad[color="#FF0000"]_01[/color]\Data\Offroad[color="#FF0000"]_01[/color]_ext_BASE04_CO.paa", //darkred "\A3\soft_F\Offroad[color="#FF0000"]_01[/color]\Data\Offroad[color="#FF0000"]_01[/color]_ext_BASE05_CO.paa" //darkblue Share this post Link to post Share on other sites
kylania 568 Posted September 10, 2013 As Magirot said in his link, you need to set the color after the vehicle spawns to override the random settings. _null = this spawn {_this setObjectTexture [0, "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE05_CO.paa"]}; Share this post Link to post Share on other sites
GefrBachmann 1 Posted September 11, 2013 Sorry I am new to editing around in games :) It however worked now and I owe you my thanks! Share this post Link to post Share on other sites
HaZZarD 2 Posted October 21, 2013 what If I want to change the color of the civilian truck to red ? :) Share this post Link to post Share on other sites
cobra4v320 27 Posted October 22, 2013 what If I want to change the color of the civilian truck to red ? :) _truck setObjectTexture [0, "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE04_CO.paa"]; Share this post Link to post Share on other sites