KingN 251 Posted March 17, 2003 This might be a hard issue, but I really need proper extra street lamps on my missions as for example Malden island doesn't have any light sources at all and it's all dark at night. The problem with all the user made street lights I have downloaded is that the light is flickering bloody annoyingly in the same way as the flares in the game, and that makes all the bushes around it flicker too which is ugly, this is the main reason I'm seeking non-flickering street lamps. Can it be fixed, or have anybody made proper street lights? I doubt that because the default static street lamps aren't flickering. The flicker problem is propably in the config.cpp of the street lamp addons. This is the config.cpp of one of them. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">// // Reallights Addon V1.0 for Operation Flashpoint V1.20+ // by Lester (lesterpgruber@gmx.de) // class CfgPatches { class LestersRL {units[] = {};weapons[] = {};requiredVersion = 1.20;}; }; // Definition for Empty Sound on Simulation="Fire" class CfgSounds{class empty{name="empty";sound[]={"",0.000000,1.000000};titles[]={};};}; // class CfgVehicles { class All {}; class Static : All {}; class Building : Static {}; class Strategic : Building {}; class Camp: Strategic {}; // Reallights class LRLCeilingWhite: Camp { scope=2; sound="empty"; simulation="fire"; VehicleClass="Ammo"; mapSize=0.8; icon=\Reallights\icons\reallight.jpg;displayName="$STR_EU_LRL0W1"; model="\data3d\lampa STROP"; destrType="DestructTree"; cost=2000; armor=150; class smoke { interval=0; timetolive=0; cloudletDuration=10; cloudletAnimPeriod=0; cloudletSize=0; cloudletAlpha=0; cloudletGrowUp=0; cloudletFadeIn=0; cloudletFadeOut=0; cloudletAccY=0; cloudletMinYSpeed=0; cloudletMaxYSpeed=0; cloudletShape=koulesvetlo; cl_basic=0; cloudletColor[]={0,0,0,0}; initT=0; deltaT=0; maxT=0; class table { }; density=0; size=0; in=0; out=0; initYSpeed=0; }; class Light { Shape="koulesvetlo"; color[] = {1.0, 1.0, 0.7, 0.5}; ambient[] = {0.5, 0.5, 0.3, 0.5}; position = "light"; size = 0.05; brightness = 0.03; }; }; class LRLCeilingRed: LRLCeilingWhite { displayName="$STR_EU_LRL0R1"; model="\data3d\lampa STROP"; class Light { Shape="koulesvetlo"; color[] = {7.0, 0.0, 0.0, 0.5}; ambient[] = {7.0, 0.0, 0.0, 0.5}; position = "light"; size = 0.05; brightness = 0.03; }; }; class LRLDeskWhite:LRLCeilingWhite { displayName="$STR_EU_LRL0W2"; mapSize=0.4; model="\data3d\hangar_lampicka"; class Light { Shape="koulesvetlo"; color[] = {1.0, 1.0, 0.7, 1.0}; ambient[] = {0.5, 0.5, 0.3, 0.5}; position = "light";size = 0.05; brightness = 0.03; }; }; class LRLDeskRed:LRLCeilingWhite { displayName="$STR_EU_LRL0R2"; mapSize=0.4; model="\data3d\hangar_lampicka"; class Light { Shape="koulesvetlo"; color[] = {7.0, 0.0, 0.0, 1.0}; ambient[] = {7.0, 0.0, 0.0, 0.5}; position = "light"; size = 0.05; brightness = 0.03; }; }; class LRLStreet1White:LRLCeilingWhite { displayName="$STR_EU_LRL0W3"; model="\data3d\lampazel"; class Light { Shape="koulesvetlo"; color[] = {1.0, 1.0, 1.2, 1.0}; ambient[] = {1.0, 1.0, 1.2, 1.0}; position = "light"; size = 0.6; brightness = 0.1; }; }; class LRLStreet2White:LRLCeilingWhite { displayName="$STR_EU_LRL0W4"; model="\data3d\lampadrevo"; class Light { Shape="koulesvetlo"; color[] = {1.0, 1.0, 1.2, 1.0}; ambient[] = {1.0, 1.0, 1.2, 1.0}; position = "light"; size = 0.6; brightness = 0.1; }; }; };<span id='postcolor'> So what's making the light flicker in this config.cpp? Share this post Link to post Share on other sites
RED 0 Posted March 17, 2003 I haven't played around with addon making since the early days of OFP, but see what happens when you change the brightnes levels (brightness = 0.4 for example) You would probably get a much better answer in one of the addon forums RED Share this post Link to post Share on other sites
KingN 251 Posted March 17, 2003 yes, propably addons forum wold have been better forum. Anyway I tried changing the brightness and size levels and also the color settings but the flickering doesn't go off. I think the reason could be in the class. The classes could be wrong or... I don't know much about these things, does anybody else have suggestions? Share this post Link to post Share on other sites
vektorboson 8 Posted March 17, 2003 Well, this lights use simulation="fire", and fires are flickering, if you want or not. The original streetlamps are defined under CfgNonAIVehicles and they may not be created with createVehicle, I'm sorry. You have to accept this flickering, and as it seems, BIS stops supporting OFP, so there won't be any possibility to change this. Share this post Link to post Share on other sites
KingN 251 Posted March 17, 2003 So that means I cannot make an addon with which I add the original bis street light to the mission editors objects menu by using class CfgNonAIVehicles in the addon config.cpp? Share this post Link to post Share on other sites
Guest jacobaby Posted March 21, 2003 As for your existing lamps try this; </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this switchlight "on" <span id='postcolor'> Do not use this inflame true to light it up. This is a workaround, and it DOES cause CTD, however you may figure a way around them, I only got CTD when trying to SAVE the mission, not when playing it. TJ Share this post Link to post Share on other sites
DJOlmstead 0 Posted March 21, 2003 What is CTD? (Might be a dumb question, just thought I'd ask) Share this post Link to post Share on other sites
Guest jacobaby Posted March 21, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DJOlmstead @ Mar. 21 2003,20:09)</td></tr><tr><td id="QUOTE">What is CTD? (Might be a dumb question, just thought I'd ask)<span id='postcolor'> Sorry, I thought everybody who plas OFP knew......... Crash To Desktop Share this post Link to post Share on other sites
KingN 251 Posted March 21, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jacobaby @ Mar. 21 2003,14:05)</td></tr><tr><td id="QUOTE">As for your existing lamps try this; </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this switchlight "on" <span id='postcolor'> Do not use this inflame true to light it up. This is a workaround, and it DOES cause CTD, however you may figure a way around them, I only got CTD when trying to SAVE the mission, not when playing it. TJ<span id='postcolor'> Yeah I know this thanks, but was asking if one can add more these bis street lights as there are not enough lights on the malden island. Share this post Link to post Share on other sites
Guest jacobaby Posted March 22, 2003 editor update? Share this post Link to post Share on other sites
KingN 251 Posted March 22, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jacobaby @ Mar. 22 2003,15:44)</td></tr><tr><td id="QUOTE">editor update?<span id='postcolor'> They're still flickering Share this post Link to post Share on other sites