MrSanchez 243 Posted June 2, 2017 5 hours ago, armatech said: seams fixed Good to hear ^^ Share this post Link to post Share on other sites
BetterDeadThanZed 16 Posted July 28, 2017 I'd like to use this with the Exile mod. If I spawn one of the headlamps and try using it, it doesn't turn on. In my class CfgRemoteExec I added this: class SAN_fnc_ToggleHeadlamp { allowedTargets=2; }; class SAN_fnc_sendJIPinfo { allowedTargets=2; }; Not sure if that's correct. What do I have to do so they work in Exile? Share this post Link to post Share on other sites
MrSanchez 243 Posted July 28, 2017 4 hours ago, betterdeadthanzed said: I'd like to use this with the Exile mod. If I spawn one of the headlamps and try using it, it doesn't turn on. In my class CfgRemoteExec I added this: class SAN_fnc_ToggleHeadlamp { allowedTargets=2; }; class SAN_fnc_sendJIPinfo { allowedTargets=2; }; Not sure if that's correct. What do I have to do so they work in Exile? Try changing those 2s into 0s. Here's a post from the Workshop in which Exile compatibility is discussed: http://steamcommunity.com/workshop/filedetails/discussion/930264602/1291816880503818854/ Kind regards, Sanchez Share this post Link to post Share on other sites
Tajin 349 Posted October 26, 2017 On 21.5.2017 at 6:46 PM, MrSanchez said: - Light does not follow the head during ambient animations (engine issue) Is there a reason why you don't use attachTo for the lamp? _lamp setPosASL ((eyePos _unit) vectorAdd [((_offsetVector select 0) * cos _vdir) + ((_offsetVector select 1) * sin _vdir), (((_offsetVector select 1) * cos _vdir) - (_offsetVector select 0) * sin _vdir), _offsetVector select 2]); An attached lamp using one of the head memorypoints would follow the head movement perfectly (with the only exception beeing when you sit in a vehicle) and would be much lighter on the scripting required. That calculation of yours would be a good fallback when a unit is in a vehicle, otherwise attachTo is much better. Share this post Link to post Share on other sites
MrSanchez 243 Posted October 27, 2017 20 hours ago, Tajin said: Is there a reason why you don't use attachTo for the lamp? An attached lamp using one of the head memorypoints would follow the head movement perfectly Unfortunately that last bit is not true in the ArmA engine. The head in Arma 3 characters is actually a proxy and ArmA 3 (unlike VBS :p) does not allow you to get a proxy object from a parent object and use it with attachTo. Using attachTo with the 'head' memorypoint would result in the lamp being attached to the head alright but when you change orientation it all fucks up. A post of mine about it a while ago. You could see how it messes up yourself by attaching a little sphere object to the character's forehead (using offset) and then try looking around with different stances. My first proof of concept actually used attachTo and that's when I found out it wouldn't work properly. I can't remember any other reasons why I switched, it's been a year and a half since. Kind regards, Sanchez Share this post Link to post Share on other sites
Tajin 349 Posted October 27, 2017 Interesting, I guess I'll have to fiddle with that again. I remember using the "neck" and "pilot" memory points and these seemed to work quite well for me (that was I think 4 years ago). I'll let you know what I find out. :) 1 Share this post Link to post Share on other sites
chronicsilence 13 Posted December 18, 2017 Just started using your mod, seems pretty great so far. One issue I'm running into, though, is that the headlamp only seems to work at night (after 7pm or so). If I have a daytime mission, the headlamp won't work even if I'm in a dark area (inside a building with no windows, for example). Any idea why this is? Thanks! Share this post Link to post Share on other sites
xjoker_ 25 Posted December 18, 2018 @MrSanchez If you drive a vehicle, then go on the passenger seat, you can see the light floating in the air do you know how to fix this ? https://i.imgur.com/dp9W0ze.png other way to do that, enter the vehicle as passenger, then turn off the lamp Share this post Link to post Share on other sites