dark_spectre 2 Posted January 29, 2014 (edited) Afternoon all! I have a lights out script triggered by radio that is capable of repeatedly turning on and off every single light/lamp surrounding a marker within a given radii via radio.. Everything that is except this one little gas station and its sign that sticks out like a sore thumb in a sea of darkness. :mad: http://i57.tinypic.com/qrd8xs.png (532 kB) (maybe two ClassNames if the gas station advertisement counts as one as well) Lights on http://i58.tinypic.com/b6anu9.png (527 kB) Lights off http://i60.tinypic.com/331prbl.png (379 kB) I have these accounted for and they cover just about everything: "Lamps_Base_F", "PowerLines_base_F", "Land_PowerPoleWooden_L_F", "Land_PowerPoleWooden_F", "Land_LampHarbour_F", "Land_LampShabby_F", "Land_PowerPoleWooden_L_F", "Land_PowerPoleWooden_small_F", "Land_LampDecor_F", "Land_LampHalogen_F", "Land_LampSolar_F", "Land_LampStreet_small_F", "Land_LampStreet_F", "Land_LampAirport_F What ClassName am I missing? And more importantly, is there an easy way to identify such things on my own for future reference? Thanks all SPECTRE Edited January 29, 2014 by Dark_Spectre forgot about the sign as well Share this post Link to post Share on other sites
fusion13 11 Posted January 29, 2014 Sorry if you already did this, but go to the light you are missing and try to find it here Share this post Link to post Share on other sites
dark_spectre 2 Posted January 29, 2014 Sorry if you already did this, but go to the light you are missing and try to find it here Well I found the items in question in short order, but the result is off. Added: Land_fs_roof_F http://community.bistudio.com/wiki/File:Arma3_CfgVehicles_Land_fs_roof_F.jpg Land_fs_sign_F http://community.bistudio.com/wiki/File:Arma3_CfgVehicles_Land_fs_sign_F.jpg And it shuts the light off in that there's no projected light, and as such it doesn't cast on anything, but its still visible directly. heres an example/ http://i57.tinypic.com/2qvsd92.png (289 kB) Note that neither the myself, my firearm, the ground, or the surrounding area are illuminated despite the lights being "off". Perhaps they cannot be shut off completely, or is there another level/layer of lighting I'm missing? Share this post Link to post Share on other sites
rtek 10 Posted February 12, 2014 OP, would you mind sharing your script? Ive been searching for this past two days. I am building a mission, in which it would greatly enhance the experience if blowing up a power plant or power relay station would shut off all lights in the surrounding area. If you share, thank you so much in advance, and I'll definitely give you credit in my mission when I publish it. Share this post Link to post Share on other sites
fight9 14 Posted February 12, 2014 OP, would you mind sharing your script? Ive been searching for this past two days. I am building a mission, in which it would greatly enhance the experience if blowing up a power plant or power relay station would shut off all lights in the surrounding area. If you share, thank you so much in advance, and I'll definitely give you credit in my mission when I publish it. // off: 0 = [0.95] execVM "lights.sqf"; // on: 0 = [0] execVM "lights.sqf"; _types = ["Lamps_Base_F", "PowerLines_base_F","Land_LampDecor_F","Land_LampHalogen_F","Land_LampHarbour_F","Land_LampShabby_F","Land_NavigLight","Land_runway_edgelight","Land_PowerPoleWooden_L_F"]; _onoff = _this select 0; for [{_i=0},{_i < (count _types)},{_i=_i+1}] do { // lightsmarker is a marker I placed. 1000 is the distance around the marker _lamps = getMarkerPos "lightsmarker" nearObjects [_types select _i, 1000]; sleep 1; {_x setDamage _onoff} forEach _lamps; }; OP: This might just be one of those things you cant turn off without destroying the whole thing. Kind of like the runway lights that have no damage model. 1 Share this post Link to post Share on other sites
rtek 10 Posted February 12, 2014 (edited) Thanks, Now, how do I use this script? Where do I call this lights.sqf from? Trigger I'm guessing. // off: 0 = [0.95] execVM "lights.sqf"; // on: 0 = [0] execVM "lights.sqf"; ^^Where does this go? ^^ Nevermind, found the OP's other post where he explains it. http://forums.bistudio.com/showthread.php?168808-99-working-lights-out-script-via-trigger-needs-your-help Edited February 13, 2014 by RTEK Share this post Link to post Share on other sites