progamer 14 Posted June 24, 2013 How would I add police sirens, lights and optional underglow to a Offroad? Share this post Link to post Share on other sites
mordeaniischaos 3 Posted June 25, 2013 (edited) Maybe there's a way to use attachto on the effect version of the glowstick, I'll play around with it and post the results if someone much smarter doesn't answer this for you :p As for the sirens I'm thinking that may need additional content. Yeah that's not working, unfortunately. I don't know how/if you can find the classname for something like an activated glowstick unfortunately. I'm sure someone could easily add such an item thogh. Edited June 25, 2013 by MordeaniisChaos Share this post Link to post Share on other sites
progamer 14 Posted June 25, 2013 People have made completely working police offroads already, it is possible. Share this post Link to post Share on other sites
mindstorm 8 Posted June 25, 2013 in the init: this animate ["HidePolice", 0]; Other possible ones: this animate ["HideServices", 1]; this animate ["HideBackpacks", 1]; this animate ["HideBumper1", 1]; this animate ["HideBumper2", 1]; this animate ["HideConstruction", 1]; this animate ["HideDoor1", 1]; this animate ["HideDoor2", 1]; this animate ["HideDoor3", 1]; this animate ["HideGlass2", 1]; And textures: _textures = ["\A3\soft_F\Offroad\Data\offroad_ext_co.paa", //red "\A3\soft_F\Offroad\Data\Offroad_ext_BASE01_CO.paa", //yellow "\A3\soft_F\Offroad\Data\Offroad_ext_BASE02_CO.paa", //white "\A3\soft_F\Offroad\Data\Offroad_ext_BASE03_CO.paa", //blue "\A3\soft_F\Offroad\Data\Offroad_ext_BASE04_CO.paa", //darkred "\A3\soft_F\Offroad\Data\Offroad_ext_BASE05_CO.paa"]; //darkblue this setObjectTexture [0, _textures select 0]; //Set color texture this setObjectTexture [1, _textures select 0]; //Set texture of rims/iron bars and other stuff Share this post Link to post Share on other sites
progamer 14 Posted June 25, 2013 I know, those, but i want lights and sound. Share this post Link to post Share on other sites
mindstorm 8 Posted June 26, 2013 You would have to attack custom light objects to the vehicle. Something like this. You will need to change to lightAttachObject so the lights are correctly positioned. You will probably also need to test around with the ambient and colors to get the precise color you like. Init: _vehicle = this; _lightleft = "#lightpoint" createVehicle getpos _vehicle; _lightleft setLightColor [255, 0, 0]; //red _lightleft setLightBrightness 1; _lightleft setLightAmbient [0,0,0.5]; _lightleft lightAttachObject [_vehicle, [0, 1, 1]]; _lightright = "#lightpoint" createVehicle getpos _vehicle; _lightright setLightColor [0, 0, 255]; //Blue _lightright setLightBrightness 0.1; _lightright setLightAmbient [0.5,0,0]; _lightright lightAttachObject [_vehicle, [0, 1, 1]]; _leftRed = true; while{ (alive _vehicle)} do { if(_leftRed) then { _leftRed = false; _lightleft setLightColor [0, 0, 255]; _lightright setLightColor [255, 0, 0]; } else { _leftRed = true; _lightleft setLightColor [255, 0, 0]; _lightright setLightColor [0, 0, 255]; }; sleep 1; }; Share this post Link to post Share on other sites
adanteh 58 Posted July 10, 2013 Thanks a lot for the start from that. Lighting changed a bit though, so I used this to make it look pretty decent _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; }; Does anyone know how you can turn the light into a cone instead? Share this post Link to post Share on other sites
mr_shadow 4 Posted October 6, 2013 (edited) How can i turn off the lightbar? Edited October 6, 2013 by mr_shadow Share this post Link to post Share on other sites
drunken officer 18 Posted October 25, 2013 I tried this this animate ["HidePolice", 0]; but i cant see the lightbar at this offroad vehicle Share this post Link to post Share on other sites
{TCG}SandMan 10 Posted November 11, 2013 (edited) Digging up this topic, I was hoping someone could help me. I would like to place "strobe lights" if you will into the corner of the vehicle, 2 headlights 2 tail lights. Nothing too bright but something with a similar effect to the one in the script here. How would I go about doing this, could I use the lights name position for where to place it or would I need something else? Thanks Edit: As of right now I am working with the off road, and if you could an example to point me in the right direction would be awesome. Edited November 11, 2013 by SandMan2012 Share this post Link to post Share on other sites
thetrooper 10 Posted December 1, 2013 Stuck straight away. If i put the code in somewhere, I'm guessing in the init file, what do I call the offroad? Share this post Link to post Share on other sites
theregurgitator 10 Posted July 21, 2014 Similar Thread: http://forums.bistudio.com/showthread.php?156120-Setting-Color-of-Offroad Six more pages may answer your questions. Share this post Link to post Share on other sites
salihf7 0 Posted June 23, 2016 How can i set the lightAttachObject coordinate's ? Share this post Link to post Share on other sites
kylania 568 Posted June 23, 2016 How can i set the lightAttachObject coordinate's ? Either by reading the wiki or looking at the code in this very thread. Have you tried either? Share this post Link to post Share on other sites