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That is fixed on my new test version.. Surprisingly simple fix.. Post soon.
ChangeHow do i stop the flickering lights?
_switchpercent = 86;
_switchpercent = 100;
Thanks will test it outChangetoCode:_switchpercent = 86;
That should set the chance of lights coming on to 100% and the chance of flickering to 0% (not tested)..Code:_switchpercent = 100;
i know I can place street lights in the editor for Celle - Having a way to turn them on with a generator would be awesome
On the topic of generators - Would it require fuel to be added to it and would it run out over time and if that is the case, could a similar mechanic be used to make fuel tanks have a finite amount of fuel? - I never liked the fact you can fill up at 1 place from 0 to full in any vehicle... I'd rather fuel be an actual limiting factor when maintaining a vehicle in working condition
At the moment I haven't really investigated the fuel in generators aspect. I would like a sound for them as they are running if there was a limit to be set on them. Add ing fuel limits on stations and larger tanks could be done reasonably easily with variables on the objects, would require some hacking of the dayz code to block jerrycan filling and some of the auto fuel script, have been tempted to have a go at it..
I can se the light when i have NV googles on, but when i take them off, the city is dark,
dayz 1.7.5.1 / taviana 2.0
Are you saure this isn't just graphics on your pc ? Do they come on if you zoom (right mouse) or use a rifle scope.The plot thickens. Changing my brightness changed the distance in which they activate:
77m at full brightness
50m at lowest brightness
Was making screenshots when the range seemed to inexplicibly change again. Now we're looking at 20m activation range. what?
hint format["(%5) %4 Houses: Create Lightpoint ! Distance %1:%2. Test:%3",_awayx,_awayy,_test,_housecount,_hcount];
hint format["(%5) %4 Houses: Lightpoint (%6) Found ! Distance %1:%2. Test:%3",_awayx,_awayy,_test,_housecount,_hcount,_objLightPoint];
i know I can place street lights in the editor for Celle - Having a way to turn them on with a generator would be awesome
On the topic of generators - Would it require fuel to be added to it and would it run out over time and if that is the case, could a similar mechanic be used to make fuel tanks have a finite amount of fuel? - I never liked the fact you can fill up at 1 place from 0 to full in any vehicle... I'd rather fuel be an actual limiting factor when maintaining a vehicle in working condition
I don't see why not, but I do only test on Chernarus.Will the streetlights work on all maps?