Kydoimos 916 Posted August 26, 2014 Hi all, I've edited the following code slightly (it was used in the East Wind campaign) - the strange thing is, I can get it to work on Stratis but not on Altis! Any idea why? There's nothing I can see in this .sqf that is map specific. The sound effects plays, but the light doesn't blink (no error messages appear either): // Script Adapted from BIS 'EAST WIND' Campaign // Define #define ON 0 #define OFF 0.97 #define LIGHT "light_1_hitpoint" #define DUMMY "BIS_effectDummy" #define DESTROYED "BIS_lightDestroyed" #define SAMPLE "electricity_loop" #define HELIPAD "Land_HelipadEmpty_F" // Parameters private ["_position", "_type", "_timing", "_delay", "_condition"]; _position = [nearestObject getMarkerPos "Lamp_A"] call BIS_fnc_param; _type = [_this, 1, "Land_LampShabby_F", [""]] call BIS_fnc_param; _timing = [_this, 2, [0.25, 0.50], [[]]] call BIS_fnc_param; _delay = [_this, 3, [1, 2], [[]]] call BIS_fnc_param; _condition = [_this, 4, { true }, [{}]] call BIS_fnc_param; // Find Related Objects private "_object"; _object = nearestObject [_position, _type]; // Make Sure Object Found if (isNull _object) exitWith { ["Object at position (%1), of type (%2) not found", _position, _type] call BIS_fnc_error; }; // Light Starts Off _object setHit [LIGHT, OFF]; //Hit Event Handler _object addEventhandler ["Hit", { (_this select 0) setvariable [DESTROYED, true]; }]; // Effect private "_setState"; _setState = { private ["_object", "_on"]; _object = [_this, 0, objNull, [objNull]] call BIS_fnc_param; _on = [_this, 1, true, [true]] call BIS_fnc_param; // The Dummy Object private "_dummy"; _dummy = objNull; // Has the Dummy Object Been Created? if (isNil { _object getVariable DUMMY }) then { // Create Dummy Object private "_dummy"; _dummy = createVehicle [HELIPAD, position _object, [], 0, "CAN_COLLIDE"]; // Attach to Light Object _dummy attachTo [_object, [0,0,2]]; // Store _object setVariable [DUMMY, _dummy]; } else { _dummy = _object getVariable DUMMY; }; // Effect On Or Off if (_on) then { // Play Effect _dummy setDamage 0; _dummy say3D SAMPLE; _object setHit [LIGHT, ON]; } else { // Destroy Effect _dummy setDamage 1; _object setHit [LIGHT, OFF]; }; }; // Flag private "_lightOn"; _lightOn = false; // Main Loop while _condition do { // Exit If Destroyed if (!isNil { _object getvariable DESTROYED }) exitWith { // Light Off _object setHit [LIGHT, OFF]; // Log ["Light object (%1) was destroyed", _object] call BIS_fnc_log; }; // Blinking Loop for "_i" from 0 to 5 do { // Set State if (_lightOn) then { [_object, false] call _setState; _lightOn = false; } else { [_object, true] call _setState; _lightOn = true; }; // Timing sleep (_timing call BIS_fnc_randomNum); }; // Sleep sleep (_delay call BIS_fnc_randomNum); }; // Does It Exist? if (!isNil { _object getVariable DUMMY }) then { // The Dummy private "_dummy"; _dummy = _object getVariable DUMMY; // Detach And Delete detach _dummy; deleteVehicle _dummy; }; // Return true; ---------- Post added at 16:44 ---------- Previous post was at 16:25 ---------- I see - there's a bug with the street lamps in the Selakano region (they can't be destroyed) - one for the Feedback Tracker, I guess. Share this post Link to post Share on other sites
rakowozz 14 Posted August 26, 2014 (edited) Hey, mate. I've tested it successfully with both "Land_LampShabby_F" and "Land_LampStreet_small_F" -- add "Land_Powerpolewooden_l_F" to that -- at Selakano. They did blink, along with playing the sound effect. Which lamps are the ones not working? Edited August 26, 2014 by rakowozz Share this post Link to post Share on other sites
Kydoimos 916 Posted August 26, 2014 Hiya, Rakowozz - thanks for the feedback! It's a nice little script huh? Strangely, the shabby lamp next to the asphalt playground (with the goal posts) wouldn't blink - it was indestructible too, very odd! I'll revisit the issue in the morning and see if I can work out what's going wrong! Share this post Link to post Share on other sites
RogueTemplar 0 Posted April 17, 2016 Searched for hours to find a simple script for a strobe light of some kind and the above is the closest thing so far. I'm assuming make an .sqf with the code above, reference that .sqf in the init? Then what code goes into the object or lamp? Im newish to editing so any help on how to make a strobe, whether it be static or a blinking street lamp would be insanely appreciated and I will give props in an eventual tutorial video I make since I can find no info on the net on how to create a strobe like you would find in a haunted house or club. Thanks in advance! -Rogue Share this post Link to post Share on other sites