HokoB 0 Posted July 29, 2019 I was wondering if anyone knew how to recreate the blue helmet light seen in the Contact missions. Share this post Link to post Share on other sites
pierremgi 4738 Posted July 29, 2019 0 = {[_x,TRUE] call BIN_fnc_attachChemlight} count allUnits; FALSE to detach them. 2 1 Share this post Link to post Share on other sites
M1ke_SK 230 Posted July 29, 2019 2 hours ago, pierremgi said: 0 = {[_x,TRUE] call BIN_fnc_attachChemlight} count allUnits; FALSE to detach them. is this in Contact DLC? I cannot find it in functions viewer. I don't own Contact DLC yet. PS: Should it be `BIS_fnc_attachChemlight` ( ... biS_... ) Share this post Link to post Share on other sites
pierremgi 4738 Posted July 29, 2019 BIN functions are introduced with the DLC contact. If you don't own the DLC you're free to attach a chemlight in a script. Roughly: private _light = createvehicle ["Land_Chemlight_Blue_F",[0,0,0],[],0,"none"]; _light attachto [yourUnit,[0,-0.03,0.07],"LeftShoulder"]; // from BI 1 Share this post Link to post Share on other sites
simon1279 51 Posted July 29, 2019 @M1ke_SK BIN_fnc stands for Bohemia Interactive Netherlands the creators and developers of the contact DLC, while BIS_fnc stands for Bohemia Interactive Stutios and all of the new functions added for the contact DLC do have BIN as main prefix and they are only available for those who own the paid contact DLC 1 Share this post Link to post Share on other sites
wogz187 1085 Posted July 29, 2019 @HokoB, Check this out, blueLIGHT= "Land_Chemlight_Blue_F" createVehicle [0,0,0]; _unit removeMagazine "Land_Chemlight_Blue_F";// remove the world model so it doesn't stick in the air while the unit lays prone or dies or whatever blueLIGHT attachTo [_unit, [0,-0.03,0.07], "LeftShoulder"]; The comment is the important part. 1 Share this post Link to post Share on other sites
accuracythruvolume 547 Posted August 1, 2019 Probably best to use local variables to avoid possible confusion if it is to be used more than once. Also you can remove the light after the unit is killed or deleted: _blueLIGHT= "Land_Chemlight_Blue_F" createVehicle [0,0,0]; _blueLIGHT attachTo [_unit, [0,-0.03,0.07], "LeftShoulder"]; waitUntil { sleep 10; ((isNull _unit) or ((damage _unit) >= 1)) }; if (isNull _unit) then { deleteVehicle _blueLIGHT; }; if ((damage _unit) >= 1) then { sleep 120; { detach _x; sleep 1; deleteVehicle _x; } forEach attachedObjects _this; }; 1 1 Share this post Link to post Share on other sites