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Found 15 results

  1. Hello everyone, I am new to Modelling for Arma 3. I have build a house before. I knew how to import the p3d in the Object Builder from Blender etc. But now I want to build a small lamp. I get the Model of the lamp into the Object Builder and its visible in the eden editor and in the game. But I still don't know how to create a lightsource inside my object, so that the lamp actually emitts light and its visible ingame. Thanks for your help
  2. I have been searching high and low for any information about the searchlights given to the East German border units and I cannot figure out how to apply them to my scenario. How in the world do they work? Is there a special script that attaches the searchlights to the BT-11 towers? I'm so confused.
  3. I'm trying to make custom light source's impact on surrounding environment/objects at daylight as close, as during night conditions, as possible (for human eye). As a criteria I'm using subjective visiblity range of blue light tint on the surfaces around the light source. This code seems to work along described lines: RYD_LightEqualizer = { private _lght = getLighting select 1;//ambientLightBrightness if ((_lght > 570.06) and {(_lght < 1754.41)}) then { (linearConversion [570.06, 1754.41, _lght, 1.2808, 1.7545, false]) } else { ((_lght/1000) max 1) }; }; used like this: _someBrightness = 1; _brCoeff = [] call RYD_LightEqualizer; _someLightSource setLightBrightness (_someBrightness * _brCoeff); Exemplary result for native brightness 1: So, if anyone wants, can use it. But, as you can see, there's a certain (determined empirically) range of ambient light brightness values (happening at some time during sunrise and sunset), where general formula - (_lght/1000) max 1 - doesn't suffice (light not visible during that period) which enforced patching with linearConversion part. I could use any advice/improvement to avoid such patching and to have rather one, always working formula (and other good ideas, if any). PS code was tested on Altis with an assumption, it is the same on every map, but wasn't tested on other maps. Also overcast seem irrelevant as for ambient light brightness value.
  4. I just don't find anything that can do that. All I want is that when a ambulance drives into the trigger that it turns on the sirens and lights.
  5. This page is for discussion of script features in Fly Tanoa Air. Mod page available now. Dev Files Current Version 0042 This download is compatible with APEX game version 1.7 and higher Live readMe [FTA] Guidebook
  6. 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] ];
  7. 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.
  8. 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!
  9. 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=_
  10. 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
  11. 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/
  12. 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
  13. 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 !
  14. 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?
  15. 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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