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Found 11 results

  1. This page is for discussion of script features in Fly Tanoa Air. Mod page coming soon. Flying planes in ArmA III is difficult. It takes a lot of practice. Right when you think you got it you realize how much more there is to learn. Just dropping a plane in an empty scenario is fine and well to start but eventually gets boring and, as a pilot in training, you need something more compelling to keep logging more hours. Tanoa Air seeks to provide a fun and re-playable scenario in which to practice your skills. Developer files are available below. If you know how to install and use these files, the files are for you. If not, please wait for the official release, coming soon. Thanks for your patience! Check out a playable ALPHA without FEMALE: Drive Link Check out a playable ALPHA with FEMALE: Drive Link The above files are pre-release ALPHA, not optimized, and may not function exactly as intended. Please leave feedback below and join the discussion. In order for FTA to be fun it must function well. Functionality is the foremost concern. ReadMe file below, DEMO video soon. The "Fare" button (like a taxi-cab) is located on the mission controller (like JET TOYS). The controller also includes a warning system for Altitude, Speed High, and Speed Low, a cruise button for defining flight envelope, a cabin light, ect. (separate scripts). Init and Triggers Variables are established in the init (like pass==0) and there is a marker at each airport (airportMARKER). Each airport also has a large trigger to define the terminal area (AP=1). The mission trigger jumps from point to point. nextFARE.sqf Determines the "FARE" function on the Mission Controller. Randomly selects a passenger (list of 4) and airport destination (5 less one, the current location) and then sets Task (Approach) and Waypoint (Airport) markers to the same. Exits the passenger at destination. Repeats. cargo.sqf The cargo script automatically collects cargo from Aeroport de Tanoa Cargo Zone and prompts with destination Task and Waypoint markers. searchZONE.sqf Randomly selects search area (from 5) and then randomly selects a scene location (from 5 more). Clears and resets the emergency upon completion, ready to go again. note: SearchZONE is only one of three possibilities (ex. searchZONE2.sqf) when players press "SCAN", so adding another layer of randomness. Very random, this one. ringCLEAR.sqf The Ring Challenge script moves a single ring with an attached trigger to the next position each time it is cleared. At the same time a Task Marker is updated to display at the same location. Notes: There is only one task used in the whole mission. Despite how much I say there is only one ring for the ring challenges, there are actually two. The ringGOALmock object is static and defines the starting point of each course. Just about everybody and everything go to objNULL when not in use. readMe searchZONE.sqf Search for a missing boat in a randomly assigned location. Assist the coast guard chopper to find the fishing trawler, Spiridova Vadim. nextFARE.sqf RingClear.sqf Approach the area, prompt to begin ring course. Player clears ring 1 and ring object snaps to ringMARK_2, ringMARK3, ect. Player can complete course as many times as they like and simply fly away to end the scenario. To restart the scenario, enter the area again. Cargo.sqf Pick up cargo at the central airport and deliver it to the people in need. Timer challenge coming soon.
  2. I use this to add an IFF light to units, IRLight= "NVG_TargetC" createVehicle [0,0,0]; _unit removeMagazine "B_IR_Grenade"; IRLight attachTo [_unit, [0,-0.03,0.07], "LeftShoulder"]; Which is great because removeMagazine deletes the IR light object (the grenade) but not the light effect. I also use, light = "Land_PortableLight_single_F" createVehicle [0,0,0]; light attachTo [cockpit, [0,2,-1.35], "vez"]; To create a cabin light for vehicles. This is a hilarious solution though because it's like duct-taping a construction lamp to the vehicle. How can I delete the world model for the lamp but leave the light source, like removeMagazine does for the IR grenade? note: I know how to make lots of different kinds of lights but only lights attached to models seem to be able to keep up with attachTo on a vehicle (especially a jet). This is the whole block, cockpit = playerJET; CPlight = "Land_PortableLight_single_F" createVehicle [0,0,0]; CPlight attachTo [cockpit, [0,2,-1.35], "vez"]; addMissionEventHandler ["Draw3D", { CPlight setVectorDirAndUp [ (cockpit selectionPosition "pohon") vectorFromTo (cockpit selectionPosition "vez"),[0,0,0] ];
  3. My two current projects contain dozens of script references from this forum all in one place with a script description text to find what you're looking for. JET TOYS SWO Mission Control DEMO If you're an experienced script writer you probably won't learn much from the references. However you're welcome to make suggestions for improvement. Keep in mind the theme of making simple scripts that are accessible to new users and not fellow computer science majors. This forum page is WIP and will expand as the above projects progress.
  4. May I have some help to compile this script, if (Plight == 0) then { playSound ["click", true]; cockpit = playerJET; CPlight = "#lightpoint" createVehicle [0,0,0]; CPlight setLightBrightness 0.1; CPLight setLightAmbient [0.0, 1.0, 0.0]; CPlight setLightColor [0.0, 1.0, 0.0]; CPlight attachTo [cockpit, [0,5,-0.5], "vez"]; addMissionEventHandler ["Draw3D", { CPlight setVectorDirAndUp [ (cockpit selectionPosition "pohon") vectorFromTo (cockpit selectionPosition "otochlaven"), [0,0,1]; Plight=1; ]; }]; } else { deletevehicle CPlight; Plight=0; }; It reports "Missing ]" but I don't know where it is. Before the "else", likely. Thanks!
  5. Work the NATO "Leitkreuz" (german) or "rear convoy guidance cross" in arma ? You can find it on Strider, Kuma, Nyx, Gorgon and CSATs Marid (i think because the real counterpart is builded in turkey). https://www.quora.com/What-are-those-plates-with-white-crosses-on-the-back-of-modern-German-Army-tanks-and-vehicles https://www.google.com/search?client=firefox-b&biw=1920&bih=944&tbm=isch&sa=1&ei=9VSkW-CKEMqykwX6xo7gCg&q=leitkreuz&oq=leitkreuz&gs_l=img.3..0l2j0i24k1.22251.22251.0.22857.1.1.0.0.0.0.66.66.1.1.0....0...1c.1.64.img..0.1.66....0.LqgyxRnN6wo#imgrc=_
  6. Just a little effect I was working on for a mission. I learned sqf back in Arma 2 days so if its ugly code, my bad lol You may need to view it in fullscreen to see the "glass hitting the ground" part of it. HUGE, HUGE shoutout to @aliascartoons for all of his work on particles and such. Without his work, I wouldn't have understood how to do any of this. Important note, I haven't worked out the placement of the "ground sparks" for every lamp, only the Shabby Lamp at the moment. I'll try and find time to do the others
  7. the first light (front landing gear/wheel) of the a-143 buzzard isnt textured and it also didnt work as a ligt/lamp Aero L-159 http://www.fguk.eu/images/jdownloads/screenshots/l-159_030.png A-143 Buzzard https://steamuserimages-a.akamaihd.net/ugc/2423376102403548303/CC79542397FCCB0CD337418D8B6FDA2EE554FA09/
  8. Hi, i would like to create a lightpoint for our multiplayer mission. i decided to place a logic-object named it "light_blue_1" and wrote "this exec "light_b.sqf" in the initline. this is what "light_b.sqf" looks like: this = "#lightpoint" createVehicle position this; this setLightBrightness 0.015; this setLightColor [0, 0, 255]; this setLightAmbient [0, 0, 255]; i got an error: "Error: Nicht definierte Variable im Audruck: this" "Error: Undefined variable in..." as you see i am not very skilled in scripting so i need a little help from you guys. thx
  9. Hello there! For one of my multiplayer mission, I'd like to have blinking lights from different lightsources (static ones, no vehicles). I'm planning to have a lot of them (50+), and some may be blinking fast (up to 20x / second). I totally don't care about the lights synchronization for the players. This is mainly to create a mood. So a client-side effect command would be perfect. Until now, I was using something like this to make a lamp blink: _lamp setHit ["light_1_hitpoint", 0.97]; sleep 0.1; _lamp setHit ["light_1_hitpoint", 0]; Problem is, this command is broadcasted over the network. Multiply this by 50 lamps, a mission of ~20 players, and here's my question : will this ruin data exchanges between the server & the players ? I'm afraid of building something that works for me when testing, but is unplayable for my community due to performance issues. Should I expect a huge drop on FPS / Synchronization, & if yes, is there an alternative command with local effect only, to ensure a minimum performance penalty ? I searched in the wiki, but everything that was resolving around setting damage is broadcasted over the network. Thanks a lot for your ideas !
  10. Hi, I am making a mission where the player is supposed to enter the airport on Stratis at night. But I noticed that the airport is very dark and only a few of the already placed street lights turn on. I was wondering if there was a way to make the mission load with those lights on so I don't have to manually place another street lamp on the same place. Second, when I do put my street lamps in, they won't load (their lighting effect, not their model) until I get close to them. I was wondering if there was a way to make it so that the editor calculates the lighting and embeds it into the map just for the current mission so that maybe I can see it in the editor too. If not, is there a way to make it so that all the lights are simulated when the mission is loading or at least turn up the radius of light simulation or what ever it is called?
  11. Hello there, im new here and i wanted to ask what ways there are to add police light bars to vehicles. I know there is that hidepolice 1,0 stuff. I tried that but yea just works for the offroad and doesnt look that nice to be honest. Thats why i wanted to add police lights to old arma 2 vehicles which i have retextured. This is how they look atm http://images.akamai.steamusercontent.com/ugc/548682046894741237/78F1BEFC860618782D8D282B0C64DD4BD5013005/ (this is how i wanted them to look like https://upload.wikimedia.org/wikipedia/commons/9/94/Police_car_from_Afghanistan.JPG ) Btw: if you want give me some feedback on those and maybe what to do even better since these are my first skins ever. Anyways. I want to add some sort of lightbars to them but google doesnt give me anything usefull.. All i need is like a tutorial on adding lightbars to vehicles and maybe how to make them actually work (light flashing and sound) Youtube doesnt show me anythin usefull aswell. Everybody is just showing off but nobody explanes.. If you guys could help me that would be amazing :) sorri for brad english im from england im not :D anyways have a nice day! Edit: why are the links not working? They did for me before i put them in here..
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