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TumZ

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About TumZ

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  1. got in the tor 2x in a row tonight and crashed my client each time best i could come up with was to show the aram2oa.rpt if it's helpful at all: file: Gossamers_Warfare_v2_07_CO (__CUR_MP) world: Takistan Prev. code bytes: EA 00 00 00 8B 45 44 8B 48 68 8B 40 1C 6B C9 24 Fault code bytes: 8B 7C 01 0C 85 FF 0F 84 D7 00 00 00 8B 87 D8 00 Registers: EAX:00000000 EBX:274E9500 ECX:FFFFFFDC EDX:00000100 ESI:28B2CC00 EDI:213FF780 CS:EIP:0023:0043C705 SS:ESP:002B:0290EDE0 EBP:0290F008 DS:002B ES:002B FS:0053 GS:002B Flags:00010206 ======================================================= note: Minidump has been generated into the file C:\Users\John\AppData\Local\ArmA 2 OA\arma2OA.mdmp
  2. By the way, I found that getting the lamps moved isn't the end of it. It seems that if the lamp is not at the right height they don't light right. So far i have one out of the 5 lamps I am using to to light right. I am still tinkering with the others to get them to light. The best solution will be to find out what the darn streetlamps are called so we can do the place a unit here open the mission.sqs and replace the vehicle name with the streetlamp name thingy....
  3. Darn Harnu I read your post too late, lol. Ok, here is what I figured out witht he help of a friend. The reason object were not shohing up was becasue they were most likey underground. Soooooo, with that said, you have to adjust the height variable to get the object at the right height. Object 173876 setPos [getPos lamp1 select 0,getPos lamp1 select 1,(getPos lamp1 select 2)+19.5] 19.5 is the height i had to use to get it right w/o it being underground. in a gamelogic named lamp1 did the trick to place the streetlamp where I wanted it.
  4. TumZ

    This is not working

    First off, the link you provided doesn't work. Secondly, have you looked at these posts? http://www.flashpoint1985.com/cgi-bin....99;st=0 http://www.flashpoint1985.com/cgi-bin....t=17376 Keep checking them out, all the questions will be answered sooner or later
  5. OK, Too clarify some things, lol. BN880, not to you directly. I have been trying to deal with this light issue for a week now and almost all the posts I have seen either say to put nearestObject [player, "StreetLamp"] switchLight "On" or this inflame true to turn a street light on which neither work. The first generates an error and the second only works for fires. Secondly, switchLight I myslef have noticed only works with the streetlamps that are predefined on the map at placing them in the lamp itself. If you use switchLight on any other object it does generate a ball of light in the center of the object including the streetlamps in the editor upgrade. When I did the test on that I then exited the map and went back to editor and it crashed the game. Apparently it is a bug. I haven't made it into a pbo yet to see if it would crash or not. What I am going to try next is either create a gamelogic or invisble H with switchlight "on" and then move the it with setpos to where I want it.
  6. I just saw in one of Harnu's posts that he used this setPos [getPos this select 0, getPos this select 1, (getPos this select 2) + 0] to move an an object by replacing the thiss in the [] brackets, I ownder if this is why my objects haven't moved. Unfortunately, I cannot test until tomorrow night
  7. Hey Harnu, I have been trying to mess with the setpos command to move around streetlamps myself. I could never get the darn thing to show up so I assume it is because I didn't put the third getpos in the array. Too bad I am not home to test this until tomarrow night :/ Someone one warned me though to be careful with the setpos command because the object <number> will be permanently moved on mission load until you restart OFP. This is something I have not tested.
  8. Why do people try and answer questions with wrong answers? Before you give someone an answer I think maybe you ought to try it yourself because in your attempt to sound smart you look really stupid. The answer to your question eraser is that all streetlamps will turn on at night because all streetlamps are set to mode "auto" But to change the mode manually you use the following command, I put mine in a gamelogic: object <number> switchLight "<mode>" mode can be on, off, or auto to turn the lamp on object 173876 switchlight "on" object 173876 is the lamp located in the south part of St. Sedlo Also see my post for further info: http://www.flashpoint1985.com/cgi-bin....t=17376
  9. UPDATE ------- Mmmmk, So I want to add light and don't want to use an addon. Just somethings to touch on so you all know where I am at with this and maybe after reading this you can give me a solution or suggestions. Vehicles, fires, and streetlamps (except streetlamps on bridge sections) all are light sources. I found that inflame only works for fires in resistance and switchlight must be used for everything else. Every single mention i have seen about turning street lamps on/off say to use the syntax nearestObject [player, "StreetLamp"] switchLight "Off" which I think is horses!@t because it just plainly does not work. I was smart enough to just try lamppost switchLight mode and it worked fine. Great, now I know how to turn streetlamps on/off but how about adding streetlamps? There is no object listed in the editor for it but there are editor addons for them but I want to avoid that because you can never be sure who is not going to have the addon. One solution I thought of was the place an object here and then go into the mission.sqs and look for it and change the vehicle value to "streetlamp." Unfortunately no entry in config.bin/vehicles.streetlamp or something similiar is what I get when I load the mission into the editor. So apparently the streetlamps are called something else. I noticed there are three types of streetlamps in resistance. The ones on the bridge, which are unworkable and are part of the bridge texture, streetlamps that are grey and look like the ones on the bridge, and the multicolored ones with the green base and the rest is yellow I think. The latter two both work. With the exception od object IDS 153 and 154, for some reason they do not turn off. Another solution I though was that what I could do is move the streetlamps that are existing from the map. Someone has mentioned if I use the setpos to do that then the objects will remain in the same location that they were now set to from mission to mission and will not return until ofp is restarted, is this true? Either way I could not get setpos to move any streetlamp. What I tried was creating a gamelogic called lamp and in the init I put object 173876 setpos [getpos this select 0, getpos this select 1, 1] and to my luck no lamp was placed where the gamelogic is. I tried replacing all the variable with different combinations of the variables but never could get it to work :/ The other thing I tried was to get light on the streetlamsp on the bridge. To do this also created a gamelogic and put this switchLight "on" but did not put setpos in it yet becasue I just wanted to test it. Well it works and does indeed, but a light there but when I exit preview and go back to map sleection in multiplayer (becasue I like to use mpediting) and i click on Edit my machine crashes :/ I don't know if this is just a small or big bug yet. Maybe I ought to try saving a pbo and see what happens. I do it now but I am tired and need to get some sleep and need to get this post in in hopes taht someone would respond too it when I wake In one of my solutions I thought I could move the lamps and compiled a list of all the streetlamps on Nogova: StreetLamp Locations & Object IDS St. Sedlo 173876 South 173888 North Davle 3053 Vidlakov 124803 SW 16730 NE Modrava 159604 Bludov 122700 Velka ves 27502 Lipany 18 NW 14121 Center 161 SW 173887 SE Lamps that don't turn off w/ SwitchLight Petrovice 153 east 154 west
  10. You know Harnu I have the exact same problem with my webspace at tampabay.rr.com and it is annoying. The only dix i know is to copy and paste the location directly into the address/location field of the browser :/ Copy and paste harnus image to see the civ w/ rpg www.geocities.com/harnu14/Lawlauncherciv1.jpg
  11. well i tried setpos with the object ids and cannot get it to move them anyway :/ There must be a way to add some streetlamps without an addon. I created a gamelogic called lamp1 and tried the following in the initialization: this setPos [getPos object <number> select 0, getPos object <number> select 1, 1] object <number> [getPos this select 0, getPos this select 1, 1] I would assume the first one would set this to the position of the object and the second would set the object to the position of the game logic. Either way nothing is working and yet I still keep trying to think of ways :/
  12. Ok so it took almost three hours to find them all. Too bad there really are not lots of them. If someoen could look at the two that won't turn off I'd appreciate it. Now that we have the IDS all we have to do is use setPOS to move them where we like. It still would be nice to know if we can duplicate these lamps though. ---------------------------------------------- StreetLamp Locations & Object IDS St. Sedlo 173876 South 173888 North Davle 3053 Vidlakov 124803 SW 16730 Â NE Modrava 159604 Bludov 122700 Velka ves 27502 Lipany 18 Â Â NW 14121 Â Center 161 Â Â SW 173887 SE Lamps that don't turn off w/ SwitchLight Petrovice 153 east 154 west
  13. It's gonna take hours to find all the lamps :/
  14. How does one go about adding streetlamps to missions on Nogova? I noticed kegetys editor upgrade has three lamps but then I would have to be sure everyone have that upgrade installed, so that is not a very good solution. I could just move the existing lamps on the map but in 15 minutes I could only find one, lol. I am sure there are more but I don't think there are enough for my mission. So another solution would be trying to duplicate the object? Is it possible duplicate objects? Lots of question in here but I think you all get what I am trying to get to.
  15. How does one go about adding streetlamps to missions on Nogova? I noticed kegetys editor upgrade has three lamps but then I would have to be sure everyone have that upgrade installed, so that is not a very good solution. I could just move the existing lamps on the map but in 15 minutes I could only find one, lol. I am sure there are more but I don't think there are enough for my mission. So another solution would be trying to duplicate the object? Is it possible duplicate objects? Lots of question in here but I think you all get what I am trying to get to.
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