scottb613 285 Posted September 3, 2017 Hi Folks, Today's question - can I script the light states on helicopters ? In order to get desired results on a heli insertion - I must specify "careless" behavior which unfortunately seems to turn on all the lights - is there anyway to turn them off without changing the behavior ? Thanks... Regards,Scott Sent from my iPad using Tapatalk Share this post Link to post Share on other sites
jshock 513 Posted September 3, 2017 https://community.bistudio.com/wiki/Arma_3_Actions (driver myHeli) action ["CollisionLightsOff",myHeli]; 1 Share this post Link to post Share on other sites
scottb613 285 Posted September 3, 2017 Gracias Amigo !Regards,ScottSent from my iPad using Tapatalk Share this post Link to post Share on other sites
scottb613 285 Posted September 3, 2017 7 hours ago, jshock said: https://community.bistudio.com/wiki/Arma_3_Actions (driver myHeli) action ["CollisionLightsOff",myHeli]; Hi - sorry - no joy when hello is in CARELESS - I tried: this action ["CollisionLightOff", slick1]; // in helicopter INIT field (helicopter named slick1). this action ["CollisionLightOff", slick1]; // in helicopter WP field (helicopter named slick1). mav1 action ["CollisionLightOff", slick1]; // named the pilot mav1 (helicopter named slick1). Regards, Scott Share this post Link to post Share on other sites
das attorney 858 Posted September 4, 2017 I can only get this to work by brute-forcing it (which isn't ideal): onEachFrame {mav1 action ["CollisionLightOff", slick1]}; 1 Share this post Link to post Share on other sites
pierremgi 4906 Posted September 4, 2017 There is another way for insertion under "light" enemy fire like infantry (not so efficient in case of vehicles). 1 For insertion: make sure your helo could land in a peace situation: for example, at waypoint "move" with: driver this land "land" in completion field. It's just a check, so far. 2. For your goal, in any case, you must let your helo driver "aware" and out of combat: For example in init field of the helo: driver this setBehaviour "AWARE"; driver this disableAI "autocombat"; driver this disableAI "autoTarget" ; Now, your helo has no light, driver stays aware but can land (rather quickly), and gunners are returning fire. 1 Share this post Link to post Share on other sites
scottb613 285 Posted September 4, 2017 Hi Folks, Yeah - I checked the link on the "action" commands Jshock posted and I was drooling - OMG - there are so many cool things here to script that I haven't seen before - I'm hoping they're not all as broken as this... LOL - you would think whomever wrote the function would realize that someone using it would want to set it and forget it and not have to set it on every frame - just seems rather silly... I had kind of thought of trying what Pierre had posted - I think I'll try that first... The same few always seems to have the answers and take the time to to help - much appreciated... I really do search for answers before posting questions... LOL - this scripting thing is a little addicting... It's pretty satisfying to get something to work properly... OBTW: I was talking about logging for a debug in one of the threads - came up with this little diddy to speed debugging - instead of trying to read the microscopic chats, hints that vanish, or wading through a big log file... It works pretty well - just wish I could send it a CR somehow (\n\r) doesn't work - so I delimit instead... Regards, Scott Sent from my iPad using Tapatalk Share this post Link to post Share on other sites
scottb613 285 Posted September 4, 2017 // FUNCTION - Logging // _fcLogger = { _logEnt = _this select 0; _logHld = copyfromclipboard; _logSpc = " ## "; _logPut = _logHld + _logEnt + _logSpc; copytoclipboard _logPut; }; Simple but a big timesaver... Regards, Scott Share this post Link to post Share on other sites