dayZ Street Lights

Hello Axe, how can I do this for Fallujah? What Changes do I need to make and file cause I can't seem to find the fnc_returnLampWS.sqf for Fallujah also I think the _mapSW _mapNE would need to be changed as well. Thanks so much for your help and cheers for all this incredible work.

I am happy to help you run the mapping code against a Fallujah installation and then convert the log to the required file to support the street light system..

Do you have a test server running the map ? I just don't have the time at the moment to get the other maps running. I have an Epoch server so anything supported by Epoch (out of the box) wouldn't be too difficult.
 
Okay...i'm a noob at the DayZ modding scene, but I thought I have done everything to prevent this.

Just installed the Street Lights on Taviana. Getting kicked with script restriction #21 on join. I tried adding exceptions to the scripts.txt.

Here's the very end of my scripts.log:
Code:
if (isserver) then
{
_snd = createSoundSource ["Sound_Fire", getpos _v,"
20.07.2013 10:57:04: Ev3nflow (IP) GUID - #21 "on select 2];
if(_LocalLight)then{
_lp = "#lightpoint" createVehicleLocal _location;
}else{
_lp = "#lightpoint" createVehicle _l"

And here's what i've added around what should be restriction #21 in scripts.txt:

Code:
5 createVehicle !"\"createVehicle\"," !"createVehicleLocal" !"createVehicle [\"WeaponHolder\", _iPos, [], _radius, \"CAN_COLLIDE\"" !"_fire = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"" !"_object = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"" !"if (_height < 100) then {\n_bolt = createVehicle [\"BoltSteelF\", _endPos, [], 0, \"CAN_COLLIDE\"];\n_bolt setPosATL _endPos;" !"_tent = createVehicle [\"TentStorage\", _location, [], 0, \"CAN_COLLIDE\"];\n_tent setdir _dir;" !"if ((random _int)>2.2) then\n{\n_b=\"SmallSecondary\" createvehicle (getpos _v);\n};" !"exitwith {};\n_b=\"SmallSecondary\" createvehicle (_v modelToWorld _effect2pos);\n} foreach (_list);" !"_bag = createVehicle [format[\"WeaponHolder_%1\",_item],getPosATL player,[], 0, \"CAN_COLLIDE\"];\n_bag setdir (getDir player);" !"_bag = createVehicle [\"WeaponHolder_ItemTent\",_pos,[], 0, \"CAN_COLLIDE\"];\n_bag setdir _dir;\nplayer reveal _bag;" !"_object = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"];\n_object setDir _dir;\nplayer reveal _object;" !"_item = createVehicle [_iItem, _iPos, [], _radius, \"CAN_COLLIDE\"];" !"_item = createVehicle [\"WeaponHolder\", position player, [], 0.0, \"CAN_COLLIDE\"];" !"_holder = \"WeaponHolder\" createVehicle _pos;" !"_bolt = createVehicle [\"WoodenArrowF\", _endPos, [], 0, \"CAN_COLLIDE\"];" !"_weapon = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"];" !"_fire = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"];" !"_weapon = _classname createVehicle _location;\n_weapon setDir _dir;\n_weapon setpos _location;\nplayer reveal _weapon;" !"dayz_hasFire = createVehicle [_classname, _location, [], 0, \"CAN_COLLIDE\"];" !"#lightpoint createVehicle _location;" !"#lightpoint createVehicle _l;"
5 createVehicleLocal !"\"createVehicleLocal\"," !"_point = \"Logic\" createVehicleLocal getPosATL _unit;" !"_object =  _type createVehicleLocal _position;" !"_fl = \"#particlesource\" createVehicleLocal getpos _v;" !"_lightArea = \"#lightpoint\" createVehicleLocal (getPosATL _flare);" !"_lightSpark = \"#lightpoint\" createVehicleLocal (getPosATL _flare);" !"_source = \"#particlesource\" createVehicleLocal getpos (_this select 0);" !"_source = \"#particlesource\" createVehicleLocal _pos;\n_source setParticleParams" !"_smoke = \"#particlesource\" createVehicleLocal _pos;\n_smoke attachto [_v,[0,0,0],\"destructionEffect1\"];" !"_Crater= \"CraterLong\" createvehiclelocal [_pos select 0, _pos select 1, 0];\n_Crater setdir (_dir + (180 * _i));" !"_source = \"#particlesource\" createVehicleLocal getPosATL _unit;" !"#lightpoint createVehicleLocal _location;"

I hope this information is enough and you guys can help me find the solution!
 
Add
Code:
!"lights\street_lights.sqf"
to the end of both lines in your scripts.txt. That should filter out the full path to the .sqf file that is running the street lights..
 
That did the trick. I tested it earlier by just setting to log instead of kick and this is a wonderful addition.

Thank you!
 
No probs.

Always better to filter than log, or the log files fill up. Have noticed, with Street Lights, when logging they can grow to some silly sizes due to the public variable..
 
Can't get this to work on my Chernarus server.
I have created a folder called "lights" and added the 2 files.
But the lights wont come on.

Here is my init:

Code:
// Mission Initialization
startLoadingScreen ["", "RscDisplayLoadCustom"];
cutText ["", "BLACK OUT"];
enableSaving [false, false];
 
// Variable Initialization
dayZ_instance = 1;
//dayZ_serverName = "31337";            // server name (country code + server number)
hiveInUse = true;
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
 
// Settings
player setVariable ["BIS_noCoreConversations", true];    // Disable greeting menu
//enableRadio false;                                    // Disable global chat radio messages
 
// Compile and call important functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles
progressLoadingScreen 1.0;
stream_locationCheck = {
//Thank you very fucking much, KK!
};
 
// Set Tonemapping
"Filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4];
setToneMapping "Filmic";
 
dayz_spawnCrashSite_clutterCutter=2; // helicrash spawn... 0: loot hidden in grass, 1: loot lifted, 2: no grass
BIS_Effects_startEvent = {
    switch (_this select 0) do {
        case "AirDestruction": {
                [_this select 1] spawn BIS_Effects_AirDestruction;
        };
        case "AirDestructionStage2": {
                [_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
        };
        case "Burn": {
                [_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
        };
    };
};
 
"BIS_effects_gepv" addPublicVariableEventHandler {
    (_this select 1) call BIS_Effects_startEvent;
};
 
if ((!isServer) && (isNull player) ) then
{
    waitUntil {!isNull player};
    waitUntil {time > 3};
};
 
if ((!isServer) && (player != player)) then
{
    waitUntil {player == player};
    waitUntil {time > 3};
};
 
// Run the server monitor
if ((!isServer) && (isNull player) ) then
{
    waitUntil {!isNull player};
    waitUntil {time > 3};
};
 
if ((!isServer) && (player != player)) then
{
    waitUntil {player == player};
    waitUntil {time > 3};
};
 
if (isServer) then {
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
    // "PVDZ_sec_atp" addPublicVariableEventHandler { diag_log format["%1", _this select 1];};
};
 
// Run the player monitor
if (!isDedicated) then {[] execVM "Scripts\kh_actions.sqf";
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
 
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
"heliCrash" addPublicVariableEventHandler {
_list = nearestObjects [_this select 1, ["CraterLong"], 100];
{deleteVehicle _x;} foreach _list;
};   
    // [] execVM "\z\addons\dayz_code\system\antihack.sqf";
};
 
// UPSMON
      call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";
 
     
      // SHK
      call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf";
      // run SAR_AI
      [] execVM "addons\SARGE\SAR_AI_init.sqf";
     
// Logo watermark: adding a logo in the bottom left corner of the screen with the server name in it
if (!isNil "dayZ_serverName") then {
    [] spawn {
        waitUntil {(!isNull Player) and (alive Player) and (player == player)};
        waituntil {!(isNull (findDisplay 46))};
        5 cutRsc ["wm_disp","PLAIN"];
        ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText dayZ_serverName;
   
    #include "gcam\gcam_config.hpp"
    #include "gcam\gcam_functions.sqf"
 
    #ifdef GCAM
        waitUntil { alive Player };   
        waituntil { !(IsNull (findDisplay 46)) };
        if ((getPlayerUID player) in ADMINS) then { (findDisplay 46) displayAddEventHandler ["keyDown", "_this call fnc_keyDown"]; };
    #endif
};
#include "\z\addons\dayz_code\system\REsec.sqf"
 
if (isServer) then {
axe_server_lampObjs =    compile preprocessFileLineNumbers "lights\fnc_returnLampWS.sqf";
    "axeLampObjects" addPublicVariableEventHandler {_id = (_this select 1) spawn axe_server_lampObjs};
};
 
if (!isDedicated) then {
//StreetLights
[] execVM "lights\street_lights.sqf";
};
 
hey bud ive tryed to add all 3 to my Chernarus server. ive created a folder lights within this folder ive added fnc_returnLampWS, fnc_tower_lights, house_lights, street_lights, tower_lights all sqf files ive then copied the folder into my mission pbo . none of them seem to be working any help would be great as id love to add this to my server . ill add my init here
Code:
/*   
    INITILIZATION
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];
 
//REALLY IMPORTANT VALUES
dayZ_instance = 2961;                    //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
 
//disable greeting menu
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
//enableRadio false;
 
//Load in compiled functions
call compile preprocessFileLineNumbers "custom\variables.sqf";                //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";                //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";    //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles
#include "DZAI\init\dzai_init.sqf"; //Load DayZ AI Bandit Module   
progressLoadingScreen 1.0;
stream_locationCheck = {
//Thank you very fucking much, KK!
};
 
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
 
if ((!isServer) && (isNull player) ) then
{
waitUntil {!isNull player};
waitUntil {time > 3};
};
 
if ((!isServer) && (player != player)) then
{
  waitUntil {player == player};
  waitUntil {time > 3};
};
 
if (isServer) then {
    _serverMonitor =    [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};
 
if (!isDedicated) then {[] execVM "Scripts\kh_actions.sqf";
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
   
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor =    [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";   
};
 
//R3F Towing and shit (or whatever you want to title it)
execVM "R3F_ARTY_AND_LOG\init.sqf"
 
[[1108.6,10040.4,0],300] execVM "custom\SAR_nuke_zeds.sqf";
 
if (!isDedicated) then {
//TowerLights
[] execVM "lights\tower_lights.sqf";
};
 
if (isServer) then {
axe_server_lampObjs =    compile preprocessFileLineNumbers "lights\fnc_returnLampWS.sqf";
    "axeLampObjects" addPublicVariableEventHandler {_id = (_this select 1) spawn axe_server_lampObjs};
};
 
if (!isDedicated) then {
//StreetLights
[] execVM "lights\street_lights.sqf";
};
 
if (!isDedicated) then {
[] execVM "lights\house_lights.sqf";
};
thnx for your help and time in advance :D
 
What time is it on the server ? Lights are set, by default to start at 19:00.

I have rewritten some of this for the forum shuffle and used, for the streetlights, the Taviana version. Shouldn't stop it from working though..

There is a section at the top of street lights that needs editing appropriately, depending on which map you have.. Can't get back in to edit the original post tho :(
 
hey bud my server is set to gmt-1 would this make a difference?
i also spotted that in the streetlights file i needed to uncomment the map i wanted ill let you know if this sorts the problem but i dont know if this would effect the towers and house lights thanx again for anyhelp and you time
 
I ve found a way to reactivate street lights (Dayz Single Player mods only):

-open "dayz_code.pbo"
-open "CfgVehicles.hpp"
-delete
Code:
class CfgNonAIVehicles {
   
    access = 0;
    class StreetLamp
    {
        scope = 0;
        model = "";
        destrType = "DestructTree";
        simulation = "thing";
    };
    class Land_lampa_sidl: StreetLamp
    {
        scope = 1;
        model = "\ca\buildings\Misc\lampa_sidl";
    };
    class Land_lampa_sidl_2: StreetLamp
    {
        scope = 1;
        model = "\ca\buildings\Misc\lampa_sidl_2";
    };
    class Land_lampa_sidl_3: StreetLamp
    {
        scope = 1;
        model = "\ca\buildings\Misc\lampa_sidl_3";
    };
    class Land_lampa_ind: StreetLamp
    {
        scope = 1;
        model = "\ca\buildings\Misc\lampa_ind";
    };
    class Land_lampa_ind_zebr: StreetLamp
    {
        scope = 1;
        model = "\ca\buildings\Misc\lampa_ind_zebr";
    };
 
};
at end of this file :)
 
I installed the script as per instructions. After adding an exception to line 156 (for script restriction 155) , I now get this:

Code:
if(_objLightPoint getVariable ["axe"
02.08.2013 19:10:31: [LeC]Mal (47.66.155.30:3376) 0a6414d76125bc3c4f47f1859615cec2 - #182 "Color [1, 0.88, 0.73];
_lp setLightBrightness 0.04;
_lp setLightAmbient [1, 0.88, 0.73];
_lp setVectorUp [0,0,-1];
player reveal"
02.08.2013 19:10:31: [LeC]Mal (47.66.155.30:3376) 0a6414d76125bc3c4f47f1859615cec2 - #183 "icle _location;
_lp setLightColor [1, 0.88, 0.73];
_lp setLightBrightness 0.04;
_lp setLightAmbient [1, 0.88, 0.73];
_lp setVect"
02.08.2013 19:10:34: [LeC]Mal (47.66.155.30:3376) 0a6414d76125bc3c4f47f1859615cec2 - #51 "ation select 1, _location select 2];
_lp = "#lightpoint" createVehicle _location;
_lp setLightColor [1, 0.88, 0.73];
_lp setLigh"
02.08.2013 19:10:34: [LeC]Mal (47.66.155.30:3376) 0a6414d76125bc3c4f47f1859615cec2 - #155 "ghtAmbient [1, 0.88, 0.73];
_lp setVectorUp [0,0,-1];
player reveal _lp;

sleep 0.2;
}else{

Repeated over and over.
 
i have a problem up the page a bit still not fixed any help would be gr8 :D
i have even tryed just the street lights
sorry ive fixed it now for the towers and house lights
 
Is there any reason why this won't work on v1.7.7.1 Chenarus running on a dayz.st server?
Has anything changed or needs updating that I should be made aware of?

I have followed all the instructions from the OP.
 
Here's what I found in my RPT file, if it helps...

Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseWeakYellow/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseMediumOrange/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseMediumPale/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseStrongPale/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_EP1/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Cable_EP1/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_decor_EP1/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
19:22:03 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
19:22:04 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_PowLines_WoodL/
19:22:04 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_ind/
19:22:05 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_PowLines_ConcL/
19:22:07 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
19:22:07 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
19:22:09 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
19:22:17 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
19:22:17 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
19:22:18 Error in expression <.chernarus\lights\fnc_returnLampWS.sqf"
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML >
19:22:18 Error position: <<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML >
19:22:18 Error Invalid number in expression
19:22:18 File mpmissions\__cur_mp.chernarus\lights\fnc_returnLampWS.sqf, line 1
19:22:18 Error in expression <.chernarus\lights\fnc_returnLampWS.sqf"
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML >
19:22:18 Error position: <<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML >
19:22:18 Error Invalid number in expression
19:22:18 File mpmissions\__cur_mp.chernarus\lights\fnc_returnLampWS.sqf, line 1
19:22:18 "--------------------------------"
 
Is this in the sqf file:

<<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML >

I don't find that in any of the sqf files. That was actually the first thing I tried. Looked closely at line 1 too, but I don't see anything odd...

I am using the downloads from the Script/Addon releases thread. Is it possible those are out of date or something?
 
Eureka!!!

Just logged on to my server using the files provided on this thread. It worked!
Apparently there's something wrong with the ones provided on the releases thread. I did notice some differences in the street_lights.sqf, so I thought I'd go ahead and switch them both out.

Thank you so much for this awesome script! I have street lights now!!!
 
Great news. Thanks for pointing it out, I will double check the release files. Not sure if i can edit that post yet. I had to re-write the thread and a lot has changed since i first wrote this post. .
 
Im also getting this error in my RPT with the files used on this thread though

Code:
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseWeakYellow/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseMediumOrange/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseMediumPale/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseStrongPale/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_EP1/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Cable_EP1/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_decor_EP1/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
6:54:31 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
6:54:31 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_PowLines_WoodL/
6:54:33 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_ind/
6:54:33 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_PowLines_ConcL/
6:54:35 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
6:54:36 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
6:54:39 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
everything is installed just as described in this thread to. i have house lights working though just the street lights wont turn on
 
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