der bastler 0 Posted October 16, 2002 I want to define a flashlight. I know I need: - two vertices defining base and direction of the light with proper names ("L svetlo", "konec L svetla") - a class reflectors in my config: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Reflectors {  class Reflector  {    color[] = {0.800000,0.800000,1.000000,1.000000};    ambient[] = {0.070000,0.070000,0.070000,1.000000};    position = "L svetlo";    direction = "konec L svetla";    hitpoint = "L svetlo";    selection = "L svetlo";    size = 0.500000;    brightness = 1.000000;  }; }; <span id='postcolor'> And now for the things I don't know: - What means "selection"? - Do I need to define something else in my model? Share this post Link to post Share on other sites
PicVert 0 Posted October 18, 2002 In the game it work or not? Cause I would make one too. Share this post Link to post Share on other sites
der bastler 0 Posted October 18, 2002 I tried to build a search light => OFP crashed. Perhaps the light cannot be mounted on a turret? Share this post Link to post Share on other sites
der bastler 0 Posted October 18, 2002 Ok, I mounted a flashlight to my new weapon, but I cannot activate it. Weapon + light = not possible? Share this post Link to post Share on other sites
SFG 1 Posted October 18, 2002 Lights CANNOT go on weapons. Share this post Link to post Share on other sites
der bastler 0 Posted October 18, 2002 So'n Scheiß! No chance? No work-around-thingy possible? Something like the laserpointer? Share this post Link to post Share on other sites
GAMEER_77 0 Posted October 19, 2002 Didn't someone make a gun that hand a flashlight on the front of it? Or was that some fraud fake? I'm sure there was... PEACE Share this post Link to post Share on other sites
der bastler 0 Posted October 19, 2002 Vipersheart's HK MP5A3 has got a tactical flashlight, but it doesn't work. I'm trying someting with proxies now... Share this post Link to post Share on other sites
GAMEER_77 0 Posted October 19, 2002 Right...well, that'll be it then. Good luck with it! PEACE Share this post Link to post Share on other sites
der bastler 0 Posted October 19, 2002 1.) Ok, I defined a proxy consisting of... ...a resolution lod with a flashlight texture and... ...a memory lod with vertices "svetlo L" and "konec svetla L" 2.) I placed the proxy at the end of the weapon's muzzle. 3.) This proxy is registered in CfgNonAIVehicles according to Suma's instructions (seems to work: no error message is presented, OFP doesn't crash) 4.) There's a class tacticalflashlight in CfgVehicles: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class tacticalflashlight: Car {   side = 1;   model = "\m41apr\taclight_proxy.p3d";   hasdriver = 1;   crew = "logic";   maxSpeed = 1;   fuelCapacity = 0;   transportSolider = 0;   transportAmmo = 0;   weapons[] = {};   magazines[] = {};   typicalCargo[] = {};   transportMaxMagazines = 0;   transportMaxWeapons = 0;   class reflectors   {      class Reflector      {        color[] = {0.900000,0.800000,0.800000,1.000000};        ambient[] = {0.100000,0.100000,0.100000,1.000000};        position = "svetlo L";        direction = "konec svetla L";        hitpoint = "svetlo L";        selection = "svetlo L";        size = 0.12500000;        brightness = 0.250000;      };   }; }; <span id='postcolor'> The Idea: The flashlight behaves like a car with a logic driver. It's behaviour is my status variable and trigger ("Safe" = light; "STEALTH" = darkness). 5.) In my weapon's class I've defined two UserActions: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class UserActions {    class myaction1    {      displayName = "flashlight on";      position = "konec hlavne";      radius = 0.5;      condition = "(behaviour nearestObject [this, ""tacticalflashlight""]) != ""SAFE""";      statement = "(nearestObject[this,""tacticalflashlight""]) setBehaviour ""SAFE""";    };    class myaction2    {      displayName = "flashlight off";      position = "konec hlavne";      radius = 0.5;      condition = "(behaviour nearestObject [this, ""tacticalflashlight""]) == ""SAFE""";      statement = "(nearestObject[this,""tacticalflashlight""]) setBehaviour ""STEALTH""";   }; }; <span id='postcolor'> But these actions don't appear ingame! Why? If it's not possible, I want to try a "streetlamp"-proxy and the switchLight/Lightison-Commands. Any comments before I start the work again? Share this post Link to post Share on other sites
GAMEER_77 0 Posted October 19, 2002 You can add actions to your weapons? Be right back, hehehe.... I know this is totally unrelated to your question bastler, but do you know where i could get all the config.cpp commands? Feel free to bad mouth me for intruding, but i'm supporting you all the way on this one as i'd love to see swat type weapons with flashlights on the front. Besides, if i knew all the commands i could help you PEACE Share this post Link to post Share on other sites
der bastler 0 Posted October 19, 2002 Read this. I've successfully created a garage with working doors using this UserActions. Perhaps it's not possible at guns? Hm, perhaps I should add this action to the tacticalflashlight itself... Share this post Link to post Share on other sites
GAMEER_77 0 Posted October 19, 2002 Thanks Der Bastler, but i actually meant the .cpp comands like "maxSpeed = 1" and "fuelCapacity = 0" and things like that. Ill check out OFPEC and see if they have any... PEACE Share this post Link to post Share on other sites