dayZ Street Lights

Celle it is, am downloading the client files. Have been using Stapos Lite Installer to build the servers, Celle is my 3rd attempt, Panthera and Lingor I am getting errors. If you have a map you want doing let me know how / where you run it..
 
Celle it is, am downloading the client files. Have been using Stapos Lite Installer to build the servers, Celle is my 3rd attempt, Panthera and Lingor I am getting errors. If you have a map you want doing let me know how / where you run it..

Woooooooooooooooooooooooooooooooooo!

Spam refresh for the next 6hr, duct tape my eyelids open and have a caffeine filled IV bag.

Hope I survive.
 
Does this apply to all street lights in Chernarus? Wondering if I did something wrong or if it's random.
 
Does this apply to all street lights in Chernarus? Wondering if I did something wrong or if it's random.
It lights these: Land_lampa_sidl, Land_lampa_sidl_2, Land_lampa_sidl_3, Land_lampa_ind and Land_lampa_ind_zebr. There are some lamps at the top of telegraph poles that weren't caught. When I get chance I will test for these..
 
I've run out of visine and my rats that keep my computers power running are about to die of exhaustion...

I'm out!
:) Have Celle running on my test server, I notice that the steetlamps have the glass section illuminated, just no ambient light, is this normal ? I have my house light script running but no lights yet, was getting late last night.
 
I have been doing some research into the reasons for no lights in the game and am going to make generators my next project. Personal Generators are already available as items and I have been spawning them on my server instead of barbed wire (can't stand the glitchy horrible stuff).

I am quite worried about ruining one of the best aspects of the game, the fear, with too many lights and making it 'too easy' at night, but recognise the need for something at night to make it playable for new survivors. Obviously, the realism aspect comes into it too, I could argue that it is only a day or two after the virus has broken and services are still running, but can not convince myself fully on this point and I don' t think this really is the original idea of the game, or lights wouldn't have been removed..

Using NVGs, for me, is nasty, yes they serve a purpose but would I choose the green glow over a dimly lit city ? Never.. Arma 2 has some nice lighting effects which is currently totally unused..

I am thinking that lights will only come on within a radius of a personal generator. This can be one that has been dropped by a survivor and, hopefully, one that is naturally spawned (if that is possible). This would give a good indication of where to find the Generators too.. I am also considering incorporating the existing large generators / power stations already in the game, these would light up the whole cell that they are in or a larger radius from their location.. The cell concept also fits in nicely with real life power grids, probably would require repair.

The next question is going to be fuel requirements and noise attracting zombies. Attracting zombies is easy enough, probably would do as a generator is placed by a survivor or large generator repaired / fueled up. I am happy with handling fueling them up. Will have to investigate if there are any generator sounds already in the game (I haven't done much with sounds yet).

Once a personal generator is 'out of fuel' I would be tempted to make the lights dimmer and/0r flicker, rather than go off entirely as this would remove the lights over time and make it more difficult for someone new to the area to find the personal generator.. How real should it be ?

This is a natural next step for this addon and I am keen to reintroduce some of the realism to this and the house lighting.. Any ideas or suggestions, please let me know..
 
I fully agree with the direction you are taking.

Personally NVGs have no place in the game due to the level of unbalance the create between those with and without them. They'd be acceptable if there was a battery that ran out.

As for lighting - flickering / dim lights / non functional lights to me would be the base of how they work - and with a generator it would reduce the number of these types and increase the intensity of the light.

As for fuel - I like the idea of fuel being required to keep the gen running it creates a sense of urgency - how much fuel do I have, how long do we have to run around looting, how many do we have to leave behind to protect the generator (from zombies and thieves) and keep fueling it. As for finding personal generators, people can stick to doing that during the day... PRep during day -> use at night.

To me its less about realism and more about layers of gameplay for players to uncover and do while still being meaningful and fun. The underlying feel should be realism but that shouldn't chop into the desires for more dynamic gameplay.

Edit: Celle files available?
 
Axeman, you are being praised by everyone on my server right now. I have your streetlights and building lights, full moon nights and ground fog added in. It makes it look like a brand new game. Thank you so much for your work.
 
You are awesome! I cant wait for testing this out, and thank you so much for sharing your scripts your the best!
 
:) Have Celle running on my test server, I notice that the steetlamps have the glass section illuminated, just no ambient light, is this normal ? I have my house light script running but no lights yet, was getting late last night.

From the little time i have seen Celle at night,yes the street lights have no ambient light that i have noticed.
 
Here is a screenshot, that I took on my server, of axeman's amazing lighting addons. It really adds a great atmosphere to the game and makes night much more playable. I highly recommend this to any server owners.

206zu4h.jpg


Thanks again!
 
Here is a screenshot, that I took on my server, of axeman's amazing lighting addons. It really adds a great atmosphere to the game and makes night much more playable. I highly recommend this to any server owners.

206zu4h.jpg


Thanks again!
Do you have any colour effects in place or is that just the night sky with building lights + street lights?

I intend on doing something similar with fog, but I also wanted to have a blueish-purple hue to the map to add some eeriness
 
Do you have any colour effects in place or is that just the night sky with building lights + street lights?

I intend on doing something similar with fog, but I also wanted to have a blueish-purple hue to the map to add some eeriness

The sky was that color naturally. The sun wasn't completely set yet.
 
fred i checked out your server, you are running alot of the same stuff im running/trying to. would you be so kind as to upload your scripts.txt file?
 
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