iconoclastdx 5 Posted October 16, 2013 In my hands, enableSimulation prevents chemlights from lighting. So placing the chemlight then freezing it with enableSimulation stops the chemlight from lighting. I need a way to keep the chemlight frozen at a xyz position and light there. The reason I want this is because objects fall tough the flooring of shacks which screws with the lighting. Right now Im using the following code inatrigger to place the chemlight and re-position it above the floor so it one can at lease see the chemlight object. However the lighting does not recalculate and looks bad. Plus I'm sure it will break in multiplayer. Any suggestions for setting the position of the chemlight before it calculates the lighting? Or force it to recalculate later ? Or some other workaround? Trigger ON ACT. objChemRed01 = "Chemlight_red" createVehicle [getPos tgrChem01 select 0, getPos tgrChem01 select 1,1]; 0 = 0 spawn { sleep 10; objChemRed01 enableSimulation false; objChemRed01 setPos [getPos objChemRed01 select 0, getPos objChemRed01 select 1, 0.2] } Share this post Link to post Share on other sites
saltatormortis 12 Posted October 16, 2013 a quick and dirty solution: - place an invisible Helipad - spawn chemlight with an attachto (with offset) Share this post Link to post Share on other sites
iconoclastdx 5 Posted October 17, 2013 (edited) Good suggestion. Thanks. UPDATE ----------------------------------- I got it to work. Here's the code placed in a trigger (tgrChem01) at the location I wanted the chem light. objChemRed01 = "Chemlight_red" createVehicle [getPos tgrChem01 select 0, getPos tgrChem01 select 1,0.15]; objChemRed01 attachTo [objHeliChem01]; Turns out you dont need to offset in the attachTo. If you leave it blank it uses the chemlights createVehicle position. Thus, it doesn't matter where the helipad is. Edited October 21, 2013 by IconoclastDX Share this post Link to post Share on other sites