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Found 16 results

  1. Real_Deputy_Sparkles

    redacted

    redacted
  2. Test Lab Workshop for ARMA III, ver. BETA 0001 (2019) This download is compatible with APEX game version 1.7 and higher Drive Link Download: Test Lab New Live readMe file This download includes mission editor files. When my mission folder began to overflow with script test scenarios and VR compositions, I decided to create a master workshop file to use in the future. I considered what features should be built in. Hopefully this tool will be helpful for you, too. INSTALLATION Install the folder 0_testLAB.VR to your ArmA 3 mission folder (usually in Documents). Examples included: Images: Video: THANKS to everybody at: Bohemia Forums Check out our Patreon page Ascina Illustration & Design Arma Public License No Derivatives (APL-ND)
  3. Would dynamic light and shadows be too hard to implement in Arma 3 at this point? It was added to DayZ SA back in 2016 and would be great for immersion in the Contacts DLC and/or any horror themed mission. Also creates the same amazing immersion that the STALKER games have. Here are some sources and examples: https://trello.com/c/GSZoLFyL/122-dynamic-shadows https://trello-attachments.s3.amazonaws.com/547c4a954dad7ad76b9cb6a1/57c0b25c3f2de7ff0dbedcdb/60e4ce88a2b98d10f607ee302161ec34/Shadows.mp4
  4. I m having an error message using the Namalsk Map. First, I tried without any addon or patch and i had this: No Entry for 'bin\config.bin/cfgWorlds/namalsk/WaterExPars.FogColorLightInfluence'. Then i applied the Namalsk Light Patch V2, this solved the previous problem, but created another one: Embedded skeleton building in 'nsts_structures\seb_mine_maringotka.p3d' has different [bones count ] in different p3d files. Skeleton/model 'nsts_a2\hlidac_budka.p3d' will probably not work correctly im creating a mission in Single Player and the doubt is : ¿this error will affect something and someone knows how to fix it?
  5. How does making an rvmat work? Is there any tutorials or videos? How would i go about adding normals, bumps, specs, illum(meaning light functions) and gloss(also how to adjust it). Any help will be greatly appreciated.
  6. Hello. Does anyone have any knowledge or skill to get the lights off? primary order: - lights off the airport - streetlights off - some of the buildings also have lights. If they too would get the lights off. (gas station / hospital / air traffic control towers / some factories (solar power plant) / and many other buildings where there is lights) thanks.
  7. So, I'm new to modelling and made a test building. I got all the geometry, phys and shadow lods working nicely, but my object seems transparant? Here is a gif of what it looks like. https://gyazo.com/cbedb41b5a7a690b1345d6a3769dd7ae Help would be much appreciated, thanks.
  8. i have this script //init of the pad [h2,4,hlight1] execVM "Lightstime.sqf"; if (!isServer) exitWith {}; while {true} do { _var = _this select 2; if (daytime >= 17.5 || daytime < 6.5) then { if (isNil "_var") then { _var = []; _target_pos = getPos (_this select 0); _point = _this select 0; _light1 = "#lightpoint" createVehicle position _point; _light2 = "Land_runway_edgelight" createVehicle position _point; _light1 setLightBrightness 0.4; _light1 setLightAmbient[0.99, 0.99, 0.74]; _light1 setLightColor[0.0, 0.0, 0.0]; _light1 lightAttachObject [_point, [0,0,0]]; _var set [(count _var), "_light1,_light2"]; if(true) exitWith{}; }; } else{ if ( !(isNil "_var") ) then { { hint "light out"; deleteVehicle _x; }forEach _var; _var = nil; }; }; uiSleep 30; }; the code working for the spawn part (daytime from/to) edit: (when the time comes the lights is spawned.) but my problem is that i cant delete the lights . edit: (when the time pass , the lights is not deleted) i have made many tests with many code changes , but i have no luck yet. i think that the variable i want to set is not working . (hlight1 in this example) how can i check it? i want this script because i want to use it on many pads with unique variable on each one because i want to delete the lights on each pad on demand from another script (without the daytime command) thanks
  9. Pet Peeve. I can't turn off the collision lights on my drones. Even the new Sentinel. Seems very unrealistic to have our stealthy drones up there lighted like a Christmas Tree...... Is there a way to turn them off I am not aware of. There is noting in the options, or settings........ Thank you in advance.
  10. Hello, I just want an cleaner way to get the AI uses landing lights than: null = [] spawn {while {true} do {chinook setPilotLight true; sleep 0.01};}; Anyone can help? Thanks for replies.
  11. Hey, I'm currently working on a small building, so far it's working quite good. The only problem that i have is, that the lights don't work excatly how I want them to work. This is what the memory points looking like: This is what the light itself looks like in o2: Here is the config: As you can see on the images below, there is no flare on the light position, and the lights goes everywhere but not where I want it to. Ingame:
  12. Lighting particle VFX are multiplied. Vanilla or not. It's like every light is then multiplied 4 times around the main particle in a square "formation" Note the front gun turret just below targeting pod: GFX card is an NVIDIA (i suspect it might be somehow connected, or not)
  13. This script is best used with a keyhandler, however if you have a bit of experience with coding you can get it also work with addaction. This script works in MP ******************************** Put the following code in your keyhandler: case 38: {//L key if (_shift) then { _vehicle = (vehicle player); if (isNil {_vehicle getVariable "EmergencyVeh"}) then { _vehicle setVariable ["EmergencyVeh", false, true]; }; _ComVeh = _vehicle getVariable "EmergencyVeh"; if (vehicle player != player && (driver _vehicle == player && _ComVeh isEqualTo true)) then { if (isNil {_vehicle getVariable "lights"}) then { _vehicle setVariable ["lights", false, true]; }; _LightState = _vehicle getVariable "lights"; if (_LightState isEqualTo true) then { _vehicle setVariable ["lights", false, true]; } else { [[[_vehicle],"scripts\light.sqf"],"BIS_fnc_execVM",true,false,false] call BIS_fnc_MP; _vehicle setVariable ["lights", true, true]; }; }; }; }; Create a folder called scripts. Inside this folder create a file called light.sqf and put the following code into it: Private ["_vehicle","_lightRed","_lightBlue","_lightleft","_lightright","_leftRed"]; _vehicle = _this select 0; if(isNil "_vehicle" OR isNull _vehicle) exitWith {}; _lightRed = [20, 0.1, 0.1]; _lightBlue = [0.1, 0.1, 20]; _lightleft = "#lightpoint" createVehicle getpos _vehicle; sleep 0.2; _lightleft setLightColor _lightRed; _lightleft setLightBrightness 0.2; _lightleft setLightAmbient [0.1,0.1,1]; switch (typeOf _vehicle) do { case "C_Offroad_01_F": { _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]]; }; case "B_MRAP_01_F": { _lightleft lightAttachObject [_vehicle, [-0.8, -0.90, 0.6]]; }; case "C_SUV_01_F": { _lightleft lightAttachObject [_vehicle, [1.1,0.4,-0.05]]; }; case "I_Heli_light_03_unarmed_F": { _lightleft lightAttachObject [_vehicle, [1.23, 4.7, -1.42]]; }; case "B_Heli_Light_01_F": { _lightleft lightAttachObject [_vehicle, [-0.75, 1.7, -0.95]]; }; case "C_Hatchback_01_sport_F": { _lightleft lightAttachObject [_vehicle, [0.62, 1.87, -0.52]]; }; case "C_Offroad_02_unarmed_F": { _lightleft lightAttachObject [_vehicle, [0.62, 1.87, -0.52]]; }; case "O_MRAP_02_F": { _lightleft lightAttachObject [_vehicle, [-0.8, -0.90, 0.6]]; }; case "B_APC_Wheeled_01_cannon_F": { _lightleft lightAttachObject [_vehicle, [-0.8, -0.90, 0.6]]; }; case "B_Heli_Transport_01_F": { _lightleft lightAttachObject [_vehicle, [1.23, 4.7, -1.42]]; }; }; _lightleft setLightAttenuation [0.181, 0, 1000, 130]; _lightleft setLightIntensity 10; _lightleft setLightFlareSize 0.38; _lightleft setLightFlareMaxDistance 150; _lightleft setLightUseFlare true; _lightright = "#lightpoint" createVehicle getpos _vehicle; sleep 0.2; _lightright setLightColor _lightBlue; _lightright setLightBrightness 0.2; _lightright setLightAmbient [0.1,0.1,1]; switch (typeOf _vehicle) do { case "C_Offroad_01_F": { _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]]; }; case "B_MRAP_01_F": { _lightright lightAttachObject [_vehicle, [0.8, -0.90, 0.6]]; }; case "C_SUV_01_F": { _lightright lightAttachObject [_vehicle, [-1.1,0.4,-0.05]]; }; case "I_Heli_light_03_unarmed_F": { _lightright lightAttachObject [_vehicle, [-1, 3.2, -2]]; }; case "B_Heli_Light_01_F": { _lightright lightAttachObject [_vehicle, [0.75, 1.7, -0.95]]; }; case "C_Hatchback_01_sport_F": { _lightright lightAttachObject [_vehicle, [-0.62, 1.87, -0.52]]; }; case "C_Offroad_02_unarmed_F": { _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]]; }; case "O_MRAP_02_F": { _lightright lightAttachObject [_vehicle, [0.8, -0.90, 0.6]]; }; case "B_APC_Wheeled_01_cannon_F": { _lightright lightAttachObject [_vehicle, [0.8, -0.90, 0.6]]; }; case "B_Heli_Transport_01_F": { _lightright lightAttachObject [_vehicle, [-1, 3.2, -2]]; }; }; _lightright setLightAttenuation [0.181, 0, 1000, 130]; _lightright setLightIntensity 10; _lightright setLightFlareSize 0.38; _lightright setLightFlareMaxDistance 150; _lightright setLightUseFlare true; _lightleft setLightDayLight true; _lightright setLightDayLight true; _transitionState = sunOrMoon; _brightness = 0; _repeat = true; if (_transitionState < 1) then { _brightness = 2; } else { _brightness = 50; }; _leftRed = true; while{ (alive _vehicle) && (_repeat isEqualTo true)} do { if(_leftRed) then { _leftRed = false; _lightright setLightBrightness 0.0; sleep 0.05; _lightleft setLightBrightness _brightness; } else { _leftRed = true; _lightleft setLightBrightness 0.0; sleep 0.05; _lightright setLightBrightness _brightness; }; sleep 0.05; _repeat = _vehicle getVariable "lights"; }; deleteVehicle _lightleft; deleteVehicle _lightright; You can remove any vehicles you don't need or add some. Just remember that you have to add them twice (for the left and the right light). Now you can place a vehicle in the editor and put the following in the init box: this setVariable ["EmergencyVeh", true, true]; Only vehicles with this variable can activate the lights. As always, if you have any questions feel free to ask! Cheers Puffin
  14. I want to port my A2 missions to A3. This is a code from an A2 scriptor to set ambient lights on buildings, barracks and so forth. Works like a charm in A2 but I cannot get it to work in A3. Needs a FUNCTION placed on the map and for the life of me, I cannot find FUNCTION in Eden editor. Using CUPS so I can locate Game Logics---cups. Basically, set down a Game Logic and put in the init: light = "#lightpoint" createVehicleLocal position this; light setLightBrightness 0.1; light setLightAmbient[0.2, 0.0, 0.0]; light setLightColor[1.0, 0.0, 0.0]; light lightAttachObject [this, [0,0,2]]; Will this code work with A3 and how can I do so? Thank you in advance.
  15. Situation:Eden-F1-Assets-Things-Lights-Camping Lantern. There is two kinds - lantern and lantern (off). In Zeus lantern spawns without light by day and with light by night, and properly change status with time transition. In Eden - without light ever. Even in night. And did not work with transition. Is that correctable by scripting f.e.? Lanterns should be placed with "Enabled simulation". But then they can fall through that table. :(
  16. Hello, I have 3 remarks: 1) After 1.56 update, the tags are total disappeared. I think that is related to this: "Tweaked: Removed dependencies of difficulty flags "Friendly TAG" and "Enemy TAG" on flags "Weapon Crosshair" and "Extended HUD Info". Name tags are now displayed even when weapon crosshair and other HUD elements are disabled. In free look, name tags now display a description of the entity based on where the player is looking (instead of aiming)." 2) Long range scopes have zeroing limited at 1000m. No mater what sniper rifle, scopes like LRPS (2500 m) and TWS (1200 m) are limited at 1000 m zeroing. I observed this bug today, not sure if is 1,56 or some following minor update to blame. 3) Destroyed light bulbs are not saved correctly. This is an old story, appeared after 1.38 or 1.40. Many types of street lamps can be shot with a gun, but after save followed by load (obviously in single player), the lamps shine again. Only a very few types of lamps, 1 or 2, remain off. Not to mention bulb lights that are indestructible, like flashing light of road barriers or airport structures, lights of sea lighthouse (the main reflector and the entrance dor bulb), lights of gas stations. Thank you for attention.
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