Sezon.dev 7 Posted July 31, 2017 It is very simple, I made lamps for my highway, for my map. The worry is that when I take the lamp out of eden and go back into the mission everything works well (flare on the ground). https://img4.hostingpics.net/pics/395277screenshot291.png Problem when I pass it under ground builder, and that I compile my map, the flare to the ground disappears (I was careful that the points are not in the geo). https://s1.postimg.org/9hs6t4yz3/screenshot_290.png Thanks to all my friends who can help me ^^ Share this post Link to post Share on other sites
Auss 208 Posted August 2, 2017 when askng for help its good to include your config.cpp and model.cfg to assist in troubleshooting. A couple of things to check 1) Land_ class must be infront of your p3d in config 2) Arma bug --> destrType = "DestructNo"; in config will break your lights same as you have described Share this post Link to post Share on other sites
Sezon.dev 7 Posted August 2, 2017 To dissolve yes it is true that I did not have this reflex. Here's all you need: config.cpp : Quote #define _ARMA_ class CfgPatches { class lights_auto_x2 { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class Ruins_F; class House; class House_F: House {}; class lights_auto_x2_F: House_F { displayName = "Lampes autoroutes x2"; textSingular = "Lampes autoroutes x2"; author = "Sezon"; model = "\sezon_structures\lampes\lights_auto_x2.p3d"; placement = "vertical"; scope = 2; mapSize = 12; animated = "true"; armor = 1000000000; aggregateReflectors[] = {{ "Light_1;Light_2" }}; class Reflectors { class Light_1 { color[] = {2500,4000,6000}; ambient[] = {6,5,4}; intensity = 3; size = 1; innerAngle = 100; outerAngle = 200; coneFadeCoef = 4; position = "Light1_pos"; direction = "Light1_dir"; hitpoint = "Light1_hitpoint"; selection = "Light_1"; useFlare = 1; flareSize = 2; flareMaxDistance = 250; class Attenuation { start = 0; constant = 0; linear = 0; quadratic = 0.3; hardLimitStart = 50; hardLimitEnd = 65; }; }; class Light_2 : Light_1 { position = "Light2_pos"; direction = "Light2_dir"; hitpoint = "Light2_hitpoint"; selection = "Light_2"; }; }; class AnimationSources {}; class UserActions {}; }; }; model.cfg : Quote class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class lights_auto_x2: Default { sections[] = { "Light_1_hide", "Light_2_hide" }; }; }; Share this post Link to post Share on other sites
Auss 208 Posted August 2, 2017 In your geo lod must be class= house, then in your config.cpp your class can be class Land_lights_auto_x2_F: House_F OR class Land_lights_auto_x2_F : Lamps_base_F as mentioned above, without the Land_ prefix it will work in editor but not when binarized onto map. 1 Share this post Link to post Share on other sites
Sezon.dev 7 Posted August 2, 2017 Thank you very much @Aussie always a very great help again, I thank you I test on returning from work has 4pm un france Share this post Link to post Share on other sites
Sezon.dev 7 Posted August 2, 2017 So I made all the changes you asked me and yet the result remains the same: / My config.cpp Quote #define _ARMA_ class CfgPatches { class sezon_structures { units[] = {"Land_lights_auto_x2_F"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class Ruins_F; class House; class House_F: House {}; class Land_lights_auto_x2_F: House_F { displayName = "Lampes autoroutes x2"; textSingular = "Lampes autoroutes x2"; author = "Sezon"; model = "\sezon_structures\lampes\lights_auto_x2.p3d"; placement = "vertical"; scope = 2; mapSize = 12; animated = "true"; armor = 1000000000; aggregateReflectors[] = {{ "Light_1;Light_2" }}; class Reflectors { class Light_1 { color[] = {2500,4000,6000}; ambient[] = {6,5,4}; intensity = 3; size = 1; innerAngle = 100; outerAngle = 200; coneFadeCoef = 4; position = "Light1_pos"; direction = "Light1_dir"; hitpoint = "Light1_hitpoint"; selection = "Light_1"; useFlare = 1; flareSize = 2; flareMaxDistance = 250; class Attenuation { start = 0; constant = 0; linear = 0; quadratic = 0.3; hardLimitStart = 50; hardLimitEnd = 65; }; }; class Light_2 : Light_1 { position = "Light2_pos"; direction = "Light2_dir"; hitpoint = "Light2_hitpoint"; selection = "Light_2"; }; }; class AnimationSources {}; class UserActions {}; }; }; Lod geo : Share this post Link to post Share on other sites
Sezon.dev 7 Posted August 2, 2017 ok its good ! I declared it as a building and thanks to the mathaust buildings I was able to remake the named property. In fact I notice that it is also necessary to put them in other Lod and not that in the Lod Geo Share this post Link to post Share on other sites