Guest RKSL-Rock Posted August 29, 2004 This is hardly a ground breaking release and still very much a BETA, (especially considering its only taken 4 hours to make ). There isnt much to test so I thought i'd release it just to get some feedback. The Light Tower is basically a static object but is actually based on a car class. To use the addon in a mission you must place the addon from Civilian > RKSL Objects > Light Tower An empty item will not illuminate. View the READ ME HERE DOWNLOAD HERE (Registration Required) Eventually I'll consolidate this addon into an RKSL Object pack but that's going to be some time away. As always mirrors and appreciated Share this post Link to post Share on other sites
Billabong81 0 Posted August 29, 2004 Mirror curtosey OFP Central Share this post Link to post Share on other sites
Commando84 0 Posted August 29, 2004 Looks very nice! The yellow little wagon or chart reminds me of colonel clinks bomb trolleys objects that came with his aircraft shelter wich is pretty cool because it can go along togheter with eachother when you make a airbase with different objects in the mission editor Share this post Link to post Share on other sites
sgtkill 0 Posted August 29, 2004 damn ur good only 4 hours:D looks cool Share this post Link to post Share on other sites
Harnu 0 Posted August 30, 2004 Cool, looks like the temporary lighting we've been using at our (American) football gammes. Downloading now. Share this post Link to post Share on other sites
Guest RKSL-Rock Posted August 30, 2004 Looks very nice! The yellow little wagon or chart reminds me of colonel clinks bomb trolleys objects that came with his aircraft shelter wich is pretty cool because it can go along togheter with eachother when you make a airbase with different objects in the mission editor  All this sort of generator based kit is based around the same theme. The trailer/generator units are pretty much a generic item. RL Image and webpage All the models and textures are unique too - i dont use other people's work (Other than standard BIS textures ) Share this post Link to post Share on other sites
Master_Chief 0 Posted August 30, 2004 This is hardly a ground breaking release don't be so hard on yourself, it is a great addon that adds some nice atmosphere to nighttime base operations. Share this post Link to post Share on other sites
Guest RKSL-Rock Posted August 31, 2004 This is hardly a ground breaking release don't be so hard on yourself, it is a great addon that adds some nice atmosphere to nighttime base operations. I wasnt actually being hard on myself. I meant it isnt ground breaking in terms of technical innovation eg Uber scripting or graphics etc. But thanks for the feedback Share this post Link to post Share on other sites
Nemesis6 0 Posted August 31, 2004 This could be a really nice addition to bases in OFP! It's a nice addition, but how do I get it to show the light-beam like in your screenshots? Share this post Link to post Share on other sites
JGreyNemo 0 Posted August 31, 2004 You need to place the object from the Civilians category rather than the empty category. Unfortunately if you destroy this object the civilian "man" will be deducted from your pointscore. Is there anyway to retain the static object qualities (I know the vehicle class allows you two nice beams of light ie. headlights...) Interestingly the beams don't illuminate the ground, but they do illuminate any object within the path... so it's a very odd effect. Anyway nice object. Share this post Link to post Share on other sites
Guest RKSL-Rock Posted August 31, 2004 Quote[/b] ]You need to place the object from the Civilians category rather than the empty category. Â Unfortunately if you destroy this object the civilian "man" will be deducted from your pointscore. This is actually mentioned in the README and on the Pic above. Â Unfortunately I havent found a way around to get aroudn the pointscore issue. Quote[/b] ]Is there anyway to retain the static object qualities (I know the vehicle class allows you two nice beams of light ie. headlights...) Â Interestingly the beams don't illuminate the ground, but they do illuminate any object within the path... so it's a very odd effect. The reason is doesnt illuminate the ground is down to "focal length", that will be addressed in the next release together with ambient generator noise. Unfortunately the I cant find a way around this using a static object. Share this post Link to post Share on other sites
Guest RKSL-Rock Posted August 31, 2004 It's a nice addition, but how do I get it to show the light-beam like in your screenshots? Its down to your gamma and brightness settings. Just a case of playing with your settings. Share this post Link to post Share on other sites
somebloke 0 Posted September 2, 2004 finally, something i can use to illuminate my footy matches. Share this post Link to post Share on other sites
gandalf the white 0 Posted September 3, 2004 gonna check if this is the thing i wanted for my first zombie mission.... if so: thanks  . why not make it as a static opbject with this inflame true however? EDIT: failed the test... 1) lights go out when you shoot near it. 2) lights not shootable. , still hope for your next release... Share this post Link to post Share on other sites
Guest RKSL-Rock Posted September 3, 2004 Quote[/b] ]why not make it as a static object with this inflame true however? Because there is too much light using the standard options for a light class. Â It was made as an experiment. Â I wanted a tight cones of light not a huge bloom and you cant have more than one light source on a static object to the best of my knowledge. Quote[/b] ]1) lights go out when you shoot near it. Put a trigger on the map that sets the Tower to careless. Â It works fine. Quote[/b] ]2) lights not shootable. I draw your attention to the words "4 hours to make" and "experiment". Â The model is very basic to say the least. I'm sorry it doesn't meet your requirements but im sure you'll find something else that does. Share this post Link to post Share on other sites
DeLiltMon 0 Posted September 3, 2004 You can't shoot out the lights on vehicles so you'll have to live with it, if you want the lights to go off when you attack then maybe you should not bother using the trigger that RockofSL just suggested using, that way it'll look like they killed the power at the first sign of trouble I think it's rather good and it makes a change to have lights that aren't brighter than the sun on a map, well done that man Share this post Link to post Share on other sites
Guest RKSL-Rock Posted September 3, 2004 I think it's rather good and it makes a change to have lights that aren't brighter than the sun on a map, well done that man  Thank you Share this post Link to post Share on other sites