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Lights inside a building?

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Is it possible to have a couple lights inside a building, and specify their brightness and other things in the cpp? I have a couple buildings that I would REALLY want to put lights in, plus I remember there was this radiotower thing that had a red light at the top. (Picture)And if I did have lights, would they automatically turn on at night or would I have to put "this inflame true" in the buildings initialization?

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Is it possible to have a couple lights inside a building, and specify their brightness and other things in the cpp? I have a couple buildings that I would REALLY want to put lights in, plus I remember there was this radiotower thing that had a red light at the top. (Picture)And if I did have lights, would they automatically turn on at night or would I have to put "this inflame true" in the buildings initialization?

You can just spawn flares whereever you need the lights to ?? Thats how its done on the picture

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Guest

Code sample:

Quote[/b] ]

class WHATEVER: Target

{

scope=2;

simulation="fire";

sound="empty";

vehicleClass="WHATEVER";

displayName="WHATEVER";

model="WHATEVER";

icon="WHATEVER";

destrType=WHATEVER;

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, 0.2, 0.2, 1.0};

ambient[] = {1.0, 0.2, 0.2, 1.0};

position = "light";

size = 0.15;

brightness = 0.2;

};

};

You need a memory point called Light, and you will have to use "inflame true" to get them to work, and other fixes to remove the "Light Fire" action if you want to, but it's all possible smile_o.gif

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Cool, but also, I tried out the addon, the light actually works at night. I'd like to do it like that because then if the buildings were used in maps through a wrp program, then it would be impossible to put "this inflame true".

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Streetlights come under the cfgNonAIVehicles section of the config file, and seem to be far more difficult to alter. Also, that might effect other properties of the building (ladders, animations). Since adding it into the .wrp file obviously doesn't allow you to do "inflame true" then each mission you make will have to use the object's ID number with the command.....cos you are going to make missions for your island aren't you  rock.gif  tounge_o.gif

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Hmmm...maybe the drop command can help ya? I think there are some that do glow at night too....then you could have scripts near a light switch to turn them on?

Its been a while since I've scripted so I could be totally wrong...

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Nah, just use the object id number and "this inflame true" in the mission. Much easier, gives greater control, and it works.

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