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pellejones

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Posts posted by pellejones


  1. Awesome! These look really cool. We do CAF vs Chinese these days :)

    Here's a classlist for the uniforms, helmets, vests and caps.

    
    //Universal pattern
    PLA_Uniform1
    PLA_Platecarrier_Universal
    PLA_Helmet_Universal
    cap_univ
    
    //Woodland
    PLA_Uniform15
    PLA_PlateCarrier_Woodland
    PLA_Helmet_Woodland
    cap_woodland
    
    
    //Arid
    PLA_Uniform5
    PLA_Platecarrier_Arid
    PLA_Helmet_Arid
    H_PLA_Army_MilCap_mcamo
    
    //Marine
    PLA_Uniform25
    PLA_Platecarrier_Marine
    PLA_Helmet_Marine
    cap_marine
    


  2. Good stuff mate. If you PM me with the code I will see about implementing it (if you'd like to share).

    The A3 lighting engine is a little strange at this point, and I hope it changes. Late at night the lights seem quite bright. Earlier in the evening everything can seem very dark. I tried experimenting with a Stratis variable which doubles the brightness of lights for this map, but then they seem too bright at certain times of night...

    done!


  3. A definition of "Activated by" would be useful, many thanks.

    The side of the unit that enters is the "activated by" side.

    "Activated by BLUFOR" and the trigger will activate when a unit on side WEST enters the trigger.

    "Activated by OPFOR" and the trigger will activate when a unit on side EAST enters the trigger.


  4. TPW, we always use your script! But like the others say the default version is quite dark. I ported the old 1.08 version for myself some time ago and changed a few things. There are two new light commands (or more) that affect how the cone of the light looks, also the attenuation of the light.

    With these values I think I found a pretty nice setup for lights. Note that I do not use flicker and I also ignore the different light settings such as color and different brightness. The brightness will differ anyway since the reflection on surfaces makes light more or less bright. White walls will make the room much brighter than brown walls, using the same settings for both lights.

    _lp setLightColor [1,0.784314,0.392157]; //Color
    _lp setLightBrightness 0.05; // Set its brightness
    _lp setLightIntensity 10; //How bright is the light
    _lp setLightAttenuation [2, 1, 1, 20]; //[Range, Constant (0.0 = bright and higher value dims), Linear (fade quick with distance!), range (change brightness when out of distance)

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