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Found 11 results

  1. Hi all I just wrote a "Generic" ambient combat script. This is my first script, and is open to the contribution. (maybe I'll create a git repository for it if it's necessary) I can also post a demo mission if you wish so. Why "Generic" ? : Because it generates vanilla units but also those of your installed mods. And it works on any mission (in theory). Introduction : This script can randomly generate any groups of any type (armoured, air, naval, infantry etc...) in an area around the players (like AmbientCombat module in A2) and create waypoints in an area of 500 meters around the players. For performance reasons, it is possible to limit the maximum number of groups easily. In short, this script is ideal for sandbox missions or test vehicles/weapons/mods elsewhere than in the virtual garage And, it work in SP and MP missions. How it work ? : - The script chosen randomly (without distinction) in the CfgGroups which group to generate. - If a "naval" type vehicle (submarine or boat) is in a group, the group spawn in the water. Others Random Features : Groups and units have : - Random skill (from 0 to 1, for each units in a group); - Random behaviour ("SAFE", "AWARE", "COMBAT", "STEALTH"); - Random formation - Yes, i love random 😁 Configurable settings: - Maximum group spawning distance - Maximum radius of waypoints around players - Maximum number of groups - Which sides would you like to spawn (BLUFOR, OPFOR, INDEPENDENT) - Interval between spawning - Show the number of active groups (in a "hint") - Disable groups that contain vehicles - Limit the size of groups - Use only specific groups (Only these groups will spawn) This is my first script, please bear with me 😅 Known Issues : - If the players are too far away from each other, some units may disappear. Possible solutions: 1) Create an instance of the script for each players, but may affect performance (lots of units). 2) Check to see if a player is within the radius of a group, but can prevent the spawning of a group near a distant player. Screenshot of spawn repartition (with default values) Credits : Thanks to "DayZ Medic" for base code in his video : EDIT 1: Add _DisableVehicles; EDIT 2: Add Limit Group Size; EDIT 3: Allow to use specific groups and waypoints area can be changed Code : Insert in init.sqf execVM "NixxGenericAC.sqf"; call bis_fnc_music; //if you want to listen cool musics :D (optional of course) NixxGenericAC.sqf : ////////////////////////////////////////////////////////////////////////////////////////////////////// // CONFIG // ////////////////////////////////////////////////////////////////////////////////////////////////////// _SpawnAreaAroundPlayers = 2000; //Maximum group spawning distance (default: 2000) _WaypointsArea = 500; //Maximum radius of waypoints around players (default: 500) _GroupsLimit = 12; //Maximum number of groups (default: 12) _SpawnBLUFOR = true; _SpawnOPFOR = true; //Which sides would you like to spawn (default: all true) _SpawnINDEPENDENT = true; _Interval = 30; //Interval between spawning (default: 30) _ShowActiveGroups = true; //Show the number of active groups (default: true) _DisableVehicles = false; //Delete groups that contain vehicles (default: false) _GroupSizeLimited = false; //Limit the size of groups (default: false) _GroupSizeMax = 4; //Maximum size of groups (require _GroupSizeLimited = true) _UseSpecificGroupBLUFOR = false; _UseSpecificGroupOPFOR = false; //Use only specific groups (Only these groups will spawn) _UseSpecificGroupINDEPENDENT = false; _SpecificGroupsBLUFOR = []; _SpecificGroupsOPFOR = []; //Only these groups (put CfgGroups) can spawn (require _UseSpecificXXXXXX = true) _SpecificGroupsINDEPENDENT = []; /* Specific Group Example: _SpecificGroupsBLUFOR = [ (configfile >> "CfgGroups" >> "West" >> "BLU_F" >> "Infantry" >> "BUS_InfSquad"), (configfile >> "CfgGroups" >> "West" >> "BLU_F" >> "Mechanized" >> "BUS_MechInfSquad"), (configfile >> "CfgGroups" >> "West" >> "BLU_F" >> "Armored" >> "BUS_TankPlatoon") ]; */ ////////////////////////////////////////////////////////////////////////////////////////////////////// // END CONFIG // ////////////////////////////////////////////////////////////////////////////////////////////////////// private _atSpawnedFnc = { _this setVariable ["isSpawned",true]; _this setBehaviour (selectRandom _Behaviour); _this setSpeedMode "NORMAL"; _this setCombatMode "RED"; _this setFormation (selectRandom _Formations); _this deleteGroupWhenEmpty true; { _randomNum = [0,1] call BIS_fnc_randomNum; _x setSkill _randomNum; } forEach units _this; }; private _RemoveVehicles = { _IndexArray = []; { _Group = _x; _Index = _ForEachIndex; { _unit = _x; _vehicle = (_unit >> "vehicle") call BIS_fnc_getCfgData; _vehicleType = (configFile >> "CfgVehicles" >> _vehicle >> "vehicleClass") call BIS_fnc_getCfgData; if (_vehicleType != "Men") then { _IndexArray pushBack _Index; diag_log format ["Group removed : %1", _this # _Index]; }; } forEach ("true" configClasses _x); } forEach _this; _IndexArrayIntersect = _IndexArray arrayIntersect _IndexArray; { _this set [_x, configNull]; } forEach _IndexArrayIntersect; _this = _this - [configNull]; diag_log _this; }; private _LimitGroupSize = { _IndexArray = []; { _Group = _x; _GroupCount = 0; { _GroupCount = _GroupCount + 1; } forEach ("true" configClasses _Group); diag_log format ["Count : %1 Group : %2",str count _Group, _Group]; _Index = _ForEachIndex; if(_GroupCount > _GroupSizeMax) then { _IndexArray pushBack _Index; diag_log format ["Group removed : %1", _this # _Index]; }; } forEach _this; { _this set [_x, configNull]; } forEach _IndexArray; _this = _this - [configNull]; diag_log _this; }; _groupsE = []; if(!_UseSpecificGroupOPFOR) then { { _faction = _x; { _type = _x; { _groupsE pushBack _x; } forEach ("true" configClasses _type); } forEach ("true" configClasses _faction); } forEach ("true" configClasses (configFile >> "CfgGroups" >> "East")); } else { _groupsE = _SpecificGroupsOPFOR; }; _groupsW = []; if(!_UseSpecificGroupBLUFOR) then { { _faction = _x; { _type = _x; { _groupsW pushBack _x; } forEach ("true" configClasses _type); } forEach ("true" configClasses _faction); } forEach ("true" configClasses (configFile >> "CfgGroups" >> "West")); } else { _groupsW = _SpecificGroupsBLUFOR; }; _groupsI = []; if(!_UseSpecificGroupINDEPENDENT) then { { _faction = _x; { _type = _x; { _groupsI pushBack _x; } forEach ("true" configClasses _type); } forEach ("true" configClasses _faction); } forEach ("true" configClasses (configFile >> "CfgGroups" >> "Indep")); } else { _groupsI = _SpecificGroupsINDEPENDENT; }; _Behaviour = [ "SAFE", "AWARE", "COMBAT", "STEALTH" ]; _Formations = [ "COLUMN", "STAG COLUMN", "WEDGE", "ECH LEFT", "ECH RIGHT", "VEE", "LINE", "FILE", "DIAMOND" ]; _Sides = []; if(_SpawnBLUFOR) then {_Sides pushBack BLUFOR}; if(_SpawnOPFOR) then {_Sides pushBack OPFOR}; if(_SpawnINDEPENDENT) then {_Sides pushBack INDEPENDENT}; if(_DisableVehicles) then {_GroupsW call _RemoveVehicles; _GroupsE call _RemoveVehicles; _GroupsI call _RemoveVehicles;}; if(_GroupSizeLimited) then {_GroupsW call _LimitGroupSize; _GroupsE call _LimitGroupSize; _GroupsI call _LimitGroupSize;}; _SpawnedGroups = 0; while {true} do { if (_SpawnedGroups < _GroupsLimit) then { _SelectedSide = selectRandom _Sides; _selectedPlayer = selectRandom allPlayers; _SpawnPos = [[[position _selectedPlayer, _SpawnAreaAroundPlayers]],["water"]] call BIS_fnc_randomPos; _SelectedGroup = nil; switch(_SelectedSide) do { case BLUFOR: { _SelectedGroup = _groupsW select (floor (random (count _groupsW))); }; case OPFOR: { _SelectedGroup = _groupsE select (floor (random (count _groupsE))); }; case INDEPENDENT: { _SelectedGroup = _groupsI select (floor (random (count _groupsI))); }; default {hint "Error : no side selected"}; }; if(!_DisableVehicles) then { { _vehicle = (_x >> "vehicle") call BIS_fnc_getCfgData; _vehicleType = (configFile >> "CfgVehicles" >> _vehicle >> "vehicleClass") call BIS_fnc_getCfgData; if (_vehicleType == "Ship" || _vehicleType == "Submarine") then { _SpawnPos = [[[position _selectedPlayer, _SpawnAreaAroundPlayers]],["ground"]] call BIS_fnc_randomPos; }; } forEach ("true" configClasses _SelectedGroup); }; _NewGroup = [_SpawnPos, _SelectedSide, _SelectedGroup] call BIS_fnc_spawnGroup; _NewGroup call _atSpawnedFnc; }; _SpawnedGroups = 0; { for "_i" from count waypoints _x - 1 to 0 step -1 do { deleteWaypoint [_x, _i]; }; _selectedPlayer = selectRandom allPlayers; _randomPos = [[[position _selectedPlayer, _WaypointsArea]],[]] call BIS_fnc_randomPos; _NewGroupWayPoint = _x addWaypoint [_randomPos, 0]; _NewGroupWayPoint setWaypointType "MOVE"; { if (_selectedPlayer distance _x > _SpawnAreaAroundPlayers) then { if(vehicle _x != _x) then { deleteVehicle objectParent _x; }; deleteVehicle _x; }; } forEach units _x; _SpawnedGroups = _SpawnedGroups + 1; } forEach (allGroups select {_x getVariable "isSpawned" && { alive _x } count units _x > 0}); if(_ShowActiveGroups) then {hint format ["Active groups = %1", _SpawnedGroups]}; sleep _Interval; };
  2. I've been writing code to optimize runtime and immersion. Here's a quick video I did of the features. If there is interest I will continue development and steer it with feedback. MTW integration House loot etc, prior to MTW Short Looting Video
  3. I'm running a server with my project, currently 20 slots, but could increase. I've taken on the dissension mission and i'm working daily to make it something truly amazing. Currently I've cleaned it up a lot an made it truly playable with long run times and extensive fixes. I'm looking to find people interested in playing as I've made something very fun, taking into account my real world experience to guide development in conjunction with some fun. The server makes a CTI island war truly persistent as the dissension framework saves progress(amazing work by genesis). I'm bringing rock solid performance and refinement to the project, as well as server only ambiance that will make civilians part of the battlescape while running 24/7. The development path is ongoing, but the project is playable on my server. If you've never tried Dissension before you're in for a treat. Genesis laid out a great framework to build on.
  4. I've revamped and updated Dissension with many fixes, so this amazing game-mode actually works and is optimized. I've got a server hosting it at 192.99.136.134:2303. I'm looking for help running the server if anyone is interested. The game mode is super fun and the combat feels like a good SP mission. Progress is persistent for character levels and the island campaign.
  5. [FOX] Mosque Prayer About: Adds an ambient Mosque Prayer on sunrise/sunset based on BIS_fnc_sunriseSunsetTime. Currently it supports only the Mission start day, support for ongoing will be added later. This addon works best on Takistan or Zagrabad. Required : CBA_A3 How to use/Install: The addon will start automatically with the mission, if no Mosque is found it will do nothing. If Mosques or custom buildings are found it will place a radio on it and play a sound on sunrise and sunset. If your mission start at 11:30 then u will only hear a sound at sunset. If your starts at 04:00 then u will hear a sound at sunrise and sunset. You can play a sound every time via ZEUS or use the function (found below in mission maker section). Features: * 8 different sounds * Auto scan for each Map, for Mosques including custom buildings * Ares/Archilles support for instant Praying via Zeus Planned: Support for ongoing days Reinitialize function Steam Workshop For mission makers: Takistan: Zagrabad:
  6. GF Ambient Environment Winter Script- Mod by GEORGE FLOROS [GR] Description: GF Ambient Environment Winter Script , create your desired Environment. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Ambient Environment Winter Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , initPlayerlocal.sqf and the Description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Create your desired , Ambient Environment. This is a compilation of scripts and it is also including , the GF Ambient Environment Winter Script. The included Scripts are : GF Breath Script GF ColorCorrections Script GF Fog Script GF Weather Script GF Ambient Environment Winter Script The GF Ambient Environment Winter Script includes , a snow script and ambient sounds, for animals , birds for day and night , man sounds , forest SFX , wind blowing sfx and weather sound according to forecast. The available options can be edited in GF_AEW_init.sqf It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.2 GF_Breath Script Updated. v1.1 GF_Breath Script Updated. GF_Fog Script Updated. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40268&n=last#bottom Armaholic GF Ambient Environment Winter Script- Mod
  7. [FOX] Ambient Airspace Heyo, [FOX] Ambient Airspace is a modified version of my ambient flyby script. Features: Auto initialization, load the addon and done Random CIV flyby in ANY mission (default every 15 min / 1 vehicle) Support for RHS,CUP and for custom classes via patch or script Singleplayer | Localhost or use it only on server ( clients dont need it ) WKS-> https://steamcommunity.com/sharedfiles/filedetails/?id=1617724896 For settings check out https://github.com/Skullfox/fox_ambient_airspace
  8. GF Ambient Environment Sounds Script by GEORGE FLOROS [GR] Description: GF Ambient Environment Sounds Script , create your desired , Ambient Environment. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Ambient Environment Sounds Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerLocal.sqf and the Description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Create your desired , Ambient Environment. You can add your custom sounds. It is also included a mod version , posible to unpack and edit. The sound files including , day and night ambience according to time. The script will prevent running , when the player is inside a vehicle or water. There are sound files for birds , insects and some forest SFX , also a day and a night ambient loop. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.1 Deleted the playsound files. Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40255 Armaholic GF Ambient Environment Sounds Script
  9. Heyho i wrote a small ambient flyby script last night for my mission, maybe someone wants to use it. What you can do: Define vehicles for flyby Custom code for the first (1) waypoint Custom code for the last (3) waypoint Custom waypoint center, needs to be object For more infos how to use read the comment below. /* Author: Phil Steam: https://steamcommunity.com/id/xshiragamix/ Description: Random flyby Note: If you using custom code, you need to delete the crew and vehicle by yourself ! Parameter(s): 0 Optional: Classname of the vehicle or Array of Classnems, crew will be created automaticly Recommend to only use planes or helis 1 Optional: Custom center, Type object 3 Custom code passed as array [{1},{2}] 1) Code on start waypoint Access the vehicle with _vehicle = param[0]; 2) Code on end waypoint Access the vehicle with _vehicle = param[0]; To only use waypoint end code use [{},{code}] -----------------------------------> Examples: o) Basic []execVM "fox_ambientFlyby.sqf"; o) Advanced [ ["C_Heli_Light_01_civil_F","B_Plane_CAS_01_F","O_T_VTOL_02_infantry_F"], false, [ { _smoke = "SmokeShellGreen" createVehicle [0,0,0]; _smoke attachTo[_this select 0,[0,0,0]]; }, { {deleteVehicle _x;} forEach crew (_this select 0);deleteVehicle (_this select 0); } ] ]execVM "fox_ambientFlyby.sqf"; -----------------------------------> You can copy pasta the code below directly in the 3den debug window to test it. */ _vehicleClass = param[0,["C_Plane_Civil_01_F","C_Heli_Light_01_civil_F"]]; _objectCenter = param[1,false]; _customCode = param[2,[{}, { _veh = param[0,objNull]; {deleteVehicle _x;} forEach crew _veh; deleteVehicle _veh; } ]]; if(( typeName _vehicleClass ) isEqualTo "ARRAY") then{ _vehicleClass = _vehicleClass call BIS_fnc_selectRandom; }; _center = getArray(configfile >> "CfgWorlds" >> worldname >> "centerPosition"); _mBottomLeft = [0 - 1000,0 - 1000,0]; _mTopLeft = [0 - 1000,( (_center select 0) * 2) - 1000,0]; _mTopRight = [ ( (_center select 0) * 2 ) + 1000,( (_center select 1) * 2 ) + 1000,0]; _mBottomRight = [( (_center select 0) * 2 ) + 1000,0 - 1000,0]; _pos1 = [_mBottomLeft,_mTopLeft] call BIS_fnc_selectRandom; _pos2 = [_center] call BIS_fnc_selectRandom; _pos3 = [_mTopRight,_mBottomRight] call BIS_fnc_selectRandom; _startPos = [_pos1,_pos3] call BIS_fnc_selectRandom; _endPos = [_pos1,_pos3] - [_startPos]; _veh = createVehicle [_vehicleClass,_startPos, [], 0, "FLY"]; createVehicleCrew _veh; _centerRandom = _center getPos [((_center select 0) / 2) * sqrt random 1, random 360]; _wp1 = (group _veh) addWaypoint [_startPos, 0]; if(( typeName _objectCenter ) isEqualTo "OBJECT")then{ _wp2 = (group _veh) addWaypoint [getPos _objectCenter, 0]; }else{ _wp2 = (group _veh) addWaypoint [_centerRandom, 0]; }; _wp3 = (group _veh) addWaypoint [_endPos select 0, 0]; _waypointStartCode = _customCode select 0; _waypointEndCode = _customCode select 1; _wp1 setWaypointStatements ["true", format["[vehicle this] call %1",_waypointStartCode]]; _wp3 setWaypointStatements ["true", format["[vehicle this] call %1",_waypointEndCode]];
  10. I am using this code to make an AI look like he is repairing a radio tower (found here: https://community.bistudio.com/wiki/BIS_fnc_ambientAnim), however, he loses his primary weapon upon animation canceling: [this,"REPAIR_VEH_KNEEL", "ASIS"] call BIS_fnc_ambientAnim; 0 = this spawn {waitUntil {behaviour _this == "combat"}; _this call BIS_fnc_ambientAnim__terminate;} This solves a previous problem I was having about AI not canceling their animations when their group enters combat. However, now that I can successfully get the AI to enter combat with the rest of their group, specifically the "REPAIR_VEH_x" animations cause the AI to lose their main weapon. As you can probably guess, this is quite the issue. I am using modded loadouts, but I have also tested it with vanilla loadouts. What is the best way to solve this? @pierremgi Since you literally wrote the code found on the wiki, do you have any suggestions?
  11. 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.
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