[aps]gnat 28 Posted July 9, 2008 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
luki 53 Posted July 10, 2008 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
[aps]gnat 28 Posted July 10, 2008 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
luki 53 Posted July 10, 2008 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
scars09 9 Posted July 11, 2008 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
[aps]gnat 28 Posted July 12, 2008 Thanks guys, but I've realised I must have written this post too late at night ...... - 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 Any thoughts appreciated. Share this post Link to post Share on other sites
Gargantua 0 Posted July 12, 2008 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 Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 12, 2008 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 Nop, shines through the model still Share this post Link to post Share on other sites
Gargantua 0 Posted July 12, 2008 then why not move it under the ground for 1km for ex ? Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 13, 2008 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   ..... 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
scars09 9 Posted July 14, 2008 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
[aps]gnat 28 Posted July 14, 2008 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 Still can't even animate Markerlights in any way. Might not be possible. Share this post Link to post Share on other sites
scars09 9 Posted July 14, 2008 fake them with a illuminating rvmat? at least if they arent supposed to blink. Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 15, 2008 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
scars09 9 Posted July 15, 2008 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
zelik 10 Posted July 7, 2016 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