Jump to content
Sign in to follow this  
[aps]gnat

Animate Light Source points

Recommended Posts

Seems no matter how I define light source points;

- Points in model skelton

- Points in "sections" definition

- Animate via "rotation"

- Animate via "hide"

- Be they "MarkerLights" or ""Refectors"

... none seem to move the points.

Any ideas if this is 100% engine design and unchangable or I've just missed a vital factor in my config or model?

(anyone ever animated a tank turret light for example?)

Share this post


Link to post
Share on other sites
Quote[/b] ](anyone ever animated a tank turret light for example?)

I have a working light on a helicopter turret without any problems.

I added the lightsource memory point to the sensor memory point selection in my turret.

\Sgt.Ace

Share this post


Link to post
Share on other sites

Thx Sgt.Ace

- Which particular point names are u using?

- Did you define the points anywhere else?

Share this post


Link to post
Share on other sites

I used P svetlo for the light memory and i typed it in the

class CfgModels under sections and nowhere else. I use config.cpp and model.cfg.

greets

Share this post


Link to post
Share on other sites

name of points make no difference, i used own naming, in some turrets i even (double) use usti_hlavne and konec_hlavne, if naming is identical in cnfig reflectors it should work. like sgt ace wrote, as soon they part of an animated selection they are animated. try using gunbegin and gunend points of a working turret since you can be sure that the animation stuff is allready configured correctly.

Share this post


Link to post
Share on other sites

Thanks guys, but I've realised I must have written this post too late at night ...... wink_o.gif

- I can rotate reflector light points (but not Markers it seems)

- But I have found no way to hide or snuff-out the reflector light (except obviously with the light action menu)

Animation "hide" doesnt seem to work on light sources.

The problem is I have MANUAL landing gear on a plane, the light on the landing gear moves with the gear, but I can't kill that light (and leave cockpit and marker lights on)

With automatic landing gear the light nicely goes out itself when raising the gear sad_o.gif

Any thoughts appreciated.

Share this post


Link to post
Share on other sites

light source is a point in memory. you can animate it. i.e instantly move it inside chopper model or hundred meter down under the ground wink_o.gif

Share this post


Link to post
Share on other sites
light source is a point in memory. you can animate it. i.e instantly move it inside chopper model or hundred meter down under the ground wink_o.gif

Nop, shines through the model still

Share this post


Link to post
Share on other sites

lol ... um, no.

Something new anyway, I've found "hide"ing light points  works with standard BIS source animations (like "flap"), but not with a "user" defined source.

Maybe theres a trick to getting "user" sources to work  huh.gif  .....

EDIT

Just had to get more creative. This worked.

CfgVehicle

Quote[/b] ] class AnimationSources

{

..............

...............

................

class UserLight

{

source = "direct";

initPhase=0;

sourceAddress="clamp";

};

CFGModel

Quote[/b] ]

..............

.............

class LightHide

{

type ="hide";

source="UserLight";

selection="LightHide";

hideValue = 0.1;

};

class Light_1_Hide: LightHide

{

selection="light_Source1";

};

class Light_2_Hide: LightHide

{

selection="light_Target1";

};

Share this post


Link to post
Share on other sites

nice finding. just to make sure i get it right.

animationphase >.1 = hide??

you think its possible to dis/enable the light several times during 1 animationphase? could come handy for some things.

Share this post


Link to post
Share on other sites
animationphase >.1 = hide??

you think its possible to dis/enable the light several times during 1 animationphase? could come handy for some things.

Actually, I think that worked for before I started using CLAMP

there no between values so the 0.1 doesnt matter, its a straight ON-OFF

Think you can drop the whole line.

BTW, works for REFLECTORS ...... but seems no way I can get it to work for MARKERLIGHTS sad_o.gif

Still can't even animate Markerlights in any way.

Might not be possible.

Share this post


Link to post
Share on other sites

fake them with a illuminating rvmat? at least if they arent supposed to blink.

Share this post


Link to post
Share on other sites
fake them with a illuminating rvmat?

hmmmm ... never played with those.

Got a demo rvmat file, link or something?

Cheers

Share this post


Link to post
Share on other sites

like dashboards, it depends what you want to achive i guess, but for positionlights or landingdeck lights i use this. biggest issue is that they are always "on".

Share this post


Link to post
Share on other sites

Does anyone have a working example? I have tried everything and can't get this to work. I have a model with a memory point called "light_1" and I need to be able to animate it via useraction. I just need to be able to turn it off and on. Can anyone give me a hand?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×