_Soletti_   0 Posted September 4 As the topic says, I want to know if there is a way I can increase the light of a vehicle? In my case the ED-1D Pelter. The lamp itself is not the brightest and NVG and Thermal is going to be disabled due to the mission setting. Is there even a command for that? Any help is welcome 🙂 Thanks Share this post Link to post Share on other sites
JCataclisma   73 Posted September 5 I don't think so. But you can add some extra lanterns/portable lights attached to the vehicle, to see whether they give you a better result. Just modify and use the code bellow to see what it does. You will need to change "[x,y,z]" values on the second line to adjust the position you want. Two direct approaches: 1-) If you add e code on the init box of vehicle on editor, then change "_currentVehicle" to "this" (or "_this" if multiplayer). or 2-) Give your vehicle a name on editor and add this code to the init.sqf, changing "_currentVehicle" to the name of the vehicle.  _frontRightLamp = "Land_PortableLight_02_single_folded_olive_F" createVehicle [0, 0, 0]; _frontRightLamp attachTo [_currentVehicle, [0.95, 2.3, -1.4]]; _frontRightLamp setDir 180;  1 Share this post Link to post Share on other sites
pierremgi   4822 Posted September 6 You can add some light cones (no hard object, but light), and set them like this: For a Hunter (vanilla vehicle): addUserActionEventHandler ["headlights", "Activate", { private _car = vehicle player; if !(_car isKindOf "car") exitWith {FALSE}; if (!isLightOn _car) then { _car setVariable ["enhancedLights",["#lightreflector" createVehicleLocal [0,0,0],"#lightreflector" createVehicleLocal [0,0,0]]]; private _refL = (_car getVariable "enhancedLights")#0; _refL attachTo [_car, [0,-3,0],"light_l"]; _refL setLightColor [1,1,0.8]; _refL setLightAmbient [1,1,0.8]; _refL setLightIntensity 1e5; _refL setLightConePars [80,30,1]; private _refR = (_car getVariable "enhancedLights")#1; _refR attachTo [_car, [0,-3,0],"light_r"]; _refR setLightColor [1,1,0.8]; _refR setLightAmbient [1,1,0.8]; _refR setLightIntensity 1e5; _refR setLightConePars [80,30,3]; } else { {deleteVehicle _x} count (_car getVariable ["enhancedLights",[]]); }; }];  Notes: -works fine in SP - for MP, as you create lights locally (and all setting commands like setLightIntensity have Local Arguments and Local Effects, you must think about other clients (players). You could use createVehicle instead of createVehicleLocal (used in most of the cases for lights), but broadcasting parameters need extra code. Two ways:  - remoteExecuting all AL EL commands (so, not the attachTo command) but not sure it's the best way; - create and set lights locally (so resource friendly) but you need to on/off them with a common condition (probably in a while {alive car} do ... loop and isLightOn condition (same for everyone). - more difficult for a Pelter due to UAV control and searchlight... 1 1 Share this post Link to post Share on other sites