pebcak 0 Posted April 3, 2007 I can't seem to find a decent lighting source for a custom firebase. At night everything is in total darkness. Placing cars, fires and spotlights are all well and good but car headlights and fires look out of place and spotlights don't seem to move around when manned. I can't seem to find the streetlamp object name either - and even if I did would it be lit? What do other people use for their lighting needs? Share this post Link to post Share on other sites
-DirTyDeeDs--Ziggy- 0 Posted April 3, 2007 Pick an hour thats light at night Try changing the weater, date and time to a clear night after midnight. A moon rising and moving over the sky casts enough light for operations without night vision. example : August 8-9 9pm-2am well lit night 3am-4am very dark, moon has set Share this post Link to post Share on other sites
pebcak 0 Posted April 3, 2007 Ziggy, Cheers, but that's not really what I'm after. Share this post Link to post Share on other sites
satexas69 0 Posted April 3, 2007 (PS you really need to learn the search function hehe) To make a "light" without an addon - find a building you wanna light up, or a hangar, or even a dark streetlight... Make a "GameLogic" object of type "GameLogic" and put this in it's INIT: (all one line of course) light = "#lightpoint" createVehicleLocal position this; Â light setLightBrightness 0.2; Â light setLightAmbient[0.0, 0.0, 0.0]; Â light setLightColor[1.0, 1.0, 1.0]; Â light lightAttachObject [this, [0,0,12]] If you put one or two of them ON the "HOTEL", it makes the building look like all it's windows are lit up realistically... If you put it inside a HANGAR, it will make it look like all those lights at the top of the hangar are lit... If you put it ON an existing streetlight, you really won't be able to tell it's NOT coming from the streetlight itself... As for the searchlight... here's an awesome script- RANDOMWATCH.SQS <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;watch script for searchlights 0.2 ;written by Blanco ; SATEXAS 69's NOTES: ; To use for OPFOR: ; Make an empty searchlight, give it a NAME (IE: search1) ; Â Â Searchlight INIT: [this] exec "randomwatch.sqs" ; Add soldier, put this in his INIT: ; Â Â soldier1 moveingunner search1 Â (where SOLDIER1 is name of soldier and SEARCH1 is light's name) ; Light will run until lens is shot out - man will rotate it until he's killed. _unit = _this select 0 _dis = 200 #loop ?!alive _unit : exit _dir = random 360 ;hint format ["Bearing is %1 in %2 steps",_dir,_steps] _steps = random 350 + 10 _steps = _steps - _steps %1 ;hint "Heading for a new direction" ~2 _x = 0 _i = -1 _maxheight = 45 _minheight = 2 _inc = -0.2 _height = (5 + random 55) ;hint format ["Pitch = %1",_height] ~1 ?random 2 < 1 : _i = 1 ?random 2 < 1 : _inc = 0.2 #steps ?!alive gunner _unit : goto "unitdied" _dir = _dir + _i ?_dir < 0: _dir = _dir +360 ?_dir > 360: _dir = _dir -360 _upos = getpos _unit _cposx = _upos select 0 _cposy = _upos select 1 _cposz = _upos select 2 _height = (_height - _inc) ?(_height > _maxheight) : _inc = 0.2 ?(_height < _minheight) : _inc = -0.2 ?alive _unit : _unit doWatch [_cposx + ((sin _dir) * _dis), _cposy + ((cos _dir) * _dis),(_height - _inc)] ;hint format ["Bearing is %1\n%2 Steps to go\nPitch is %3",_dir,_steps,(_height - _inc)] ~0.2 _steps = _steps - 1 ?_steps > 0 : goto "steps" goto "loop" #unitdied ;hint "unitdied" _gl = "logic" createvehicle [0,0,0] _gl moveingunner _unit @!alive _unit deletevehicle _gl exit Share this post Link to post Share on other sites
-DirTyDeeDs--Ziggy- 0 Posted April 3, 2007 ok, how about lighthouses then? A standard editor unit. they have a strange 90 degrees radius cycle, you may have to turn them to point the light at your target area. *edit* that gamelogic light works great! Share this post Link to post Share on other sites
satexas69 0 Posted April 3, 2007 ([DirTyDeeDs said: -Ziggy- @ April 04 2007,07:09)]ok, Â how about lighthouses then? Â A standard editor unit. they have a strange 90 degrees radius cycle, you may have to turn them to point the light at your target area. Ziggy, I know your trying to help, but seriously, give it up man Having to try to stop a lighthouse light from rotating, and try to point it to the area you want lit up? Comon' man, quit wasting bits and bytes with that stuff. Share this post Link to post Share on other sites
-DirTyDeeDs--Ziggy- 0 Posted April 3, 2007 I forgive you for your condescending comments. Four lighthouses placed in a square shape facing each other is funkay as hell, and I like it! Share this post Link to post Share on other sites
Cloughy 0 Posted April 4, 2007 What about EditorUpdate1.02 the third party addon. You can add street lights and stuff. Cheers GC Share this post Link to post Share on other sites
CarlGustaffa 4 Posted April 4, 2007 I use the editorupdate to put some lamps into the map, then I turn them off in the init.sqs with: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ~1.0 lamp1 inflame false That ~1 seems important, as it takes a while for the engine to turn on the lamps automatically. Do it instantly, and it will turn off the lamps, THEN the engine will set them to auto or something. Then I replace those uberlights with something to better suit my personal taste, with this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _brightness = 0.1 _color = [0.2, 0.2, 0.05] _ambient = [0.2, 0.2, 0.05] _offset = [1,0,4.5] _name = lamp1 _light = "#lightpoint" createVehicleLocal getPos _name; _light setLightBrightness _brightness; _light setLightAmbient _ambient; _light setLightColor _color; _light lightAttachObject [_name, _offset] The _offset variable will vary depending on the lamppost used. Adjust those other to suit your needs, but I find the default lights waaaay too strong. Example, I also have an artillery firecommand that is at night lit in a weak red color; enough to read maps and to work, but weak enough to keep the nightvision going. Not sure about realism here though Now, since this is a base we're suppose to take, it would have been nice to get rid of those actions that comes with the object. I expect real players to nose around, switch the light on, and ruin the moment Share this post Link to post Share on other sites
pebcak 0 Posted April 4, 2007 (satexas69 @ April 04 2007,01:04) said: (PS you really need to learn the search function hehe) I did, smart arse. It turned up nothing of use. Thanks for your suggestions thereafter though. Share this post Link to post Share on other sites
the unknown 0 Posted April 7, 2007 Is there away to limit the searchlight from makeing full 360's with that randomwatch script? Share this post Link to post Share on other sites
satexas69 0 Posted April 8, 2007 (the unknown @ April 08 2007,00:19) said: Is there away to limit the searchlight from makeing full 360's with that randomwatch script? On that particular script, no. But there I saw a watchlight thread in the recent days that you could program it's view... but I didn't like it nearly as much - my .02. Share this post Link to post Share on other sites
the unknown 0 Posted April 8, 2007 Well I tink I saw it to but it doesnt follow a target thats get spotted like in this one. That was the main reason for not wanting to use it. Share this post Link to post Share on other sites
Cloughy 0 Posted April 15, 2007 Heres the excellent Searchlight SQS, modded  a little to take a max an min dir, ie 300 to 60 would cover the north, it aint perfect but with your help im sure it could be. Orig script by satexas69 Hope it helps someone like it helped me. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;watch script for searchlights 0.3 ;written by Blanco ;modded by Cloughy _unit = _this select 0 _dirMin =  _this select 1 _dirMax =  _this select 2 _dis = 200 ?_dirMax = 0 && _dirMin = 0: _dirMax = 360 #loop ?!alive _unit : exit ?_dirMin > _dirMax :_dirMax = _dirMax + 360; _dir = (random (_dirMax - _dirMin)) + _dirMin; _steps = random (_dirMax - _dirMin); goto "dirsorted" ?_dirMax > _dirMin : _dir = (random (_dirMax - _dirMin)) + _dirMin; _steps = random (_dirMax - _dirMin) #dirsorted ?_dir < 0: _dir = _dir +360 ?_dir > 360: _dir = _dir -360 ;hint format ["Dir: %1",_dir] _steps = _steps - _steps %1 ;hint format ["Dir is %1 in %2 steps",_dir,_steps] ~2 ;hint "Heading for a new direction" _x = 0 _i = -1 _maxheight = 45 _minheight = 2 _inc = -0.2 _height = (2 + random 43) ;hint format ["height = %1",_height] ~1 ?random 2 < 1 : _i = 1 ?random 2 < 1 : _inc = 0.2 #steps ?!alive gunner _unit : goto "unitdied" _dir = _dir + _i ?_dir < 0: _dir = _dir +360 ?_dir > 360: _dir = _dir -360 _upos = getpos _unit _cposx = _upos select 0 _cposy = _upos select 1 _cposz = _upos select 2 _height = (_height - _inc) ?(_height > _maxheight) : _inc = 0.2 ?(_height < _minheight) : _inc = -0.2 ?alive _unit : _unit doWatch [_cposx + ((sin _dir) * _dis), _cposy + ((cos _dir) * _dis),(_height - _inc)] ;hint format ["Direction is %1\n%2 Steps to go\nHeight is %3",_dir,_steps,(_height - _inc)] ~0.2 _steps = _steps - 1 ?_steps > 0 : goto "steps" goto "loop" #unitdied ;hint "unitdied" _gl = "logic" createvehicle [0,0,0] _gl moveingunner _unit @!alive _unit deletevehicle _gl exit Cheers GC Share this post Link to post Share on other sites