Try this, you already have house lights, is a bit confusing as the original house light script was called 'change street lights', as that was my original intention when I started scripting the lights. Then realised that house lights would be doable and street lights was going to be much more...
So long as they can be placed properly. I have added the portable generator spawn item to my server, on the ground though it shows as a 'dummy weapon', am guessing this is the default loot object..
Is why I went for the power generator as it has it's own class, even then I couldn't find it...
in fnc_tower_lights.sqf there is a variable _rad, this is the radius of the circle where the lights are placed, they are placed at 45, 135, 225 and 315 degrees, the 'corners'. have added an offset (_oset) as the tower model seems to be slightly off.. These could be changed. To test add _test =...
Another lights thread This one has the option to require a nearby Power Generator. You will need some additional base building or to add a generator in manually, on your server, as I haven't included the means to build the power generator. Without this option all the tower lights are lit within...
Have the towers lit at a range of over a kilometre. Have been working on the detection of already lit towers. I suspect this may be causing issues with the house lighting. In some circumstances lights may be getting added even when one is already there, this would cause the visible range to be...
To be honest I am thinking of removing those extra arrays on the next release. I sometimes get an error when an array is empty, this is a known bug with the error reporting within Arma, but I am worried it may pause the script, still testing that.
I can confirm that the light shows up using...
There is nothing in this script to change humanity. I don't know if sarge's script does, may be worth checking out. There would need to be something specific to alter the players humanity once an Ai is killed.
In the .cpp config there is a reflector with a brightness value, not had a play with it yet but am sure it is possible from this..
class Land_majak2: Land_majak
{
model = "\ca\buildings\majak2";
class Reflectors
{
class MainLight
{...
You can stop the bus stopping at bus stops by removing the line with setwayPointTimeout. Messaging is being worked on with one of the new branches. I would assume you want messages to the passengers not every player on the server every time the bus moves down the road ?
I found the bus and driver invulnerable, I like the way it is written, learning something new every day. The horn I am designing to beep when near a survivor, the current distance is just for testing, am thinking around 300m, all depending on how far away the horn can be heard from, i think that...
Dusty Nuttles & daethan, I think both of these issues are partially gfx related. In the first case the light is on, as shown by zooming in, unless this is the ambient light, this might also explain the flickering of the windows, I also see this effect but it has reduced a lot since upgrading my...
Plot your waypoints and add them to the array. First waypoint is the start/loop point. The rest i would make as the bus stops or Road junctions. the Ai are pretty good at following roads.
Use line #37-39 of bus_driver.sqf (original code) to set direction the bus starts in_dir = 94.2595;
axBus = "Ikarus_TK_CIV_EP1" createVehicle axBuspawnpos;
axBus setDir _dir;
http://community.bistudio.com/wiki/setDir
The numbers, when creating a waypoint are: Position array: [x,y,z]. Radius (2) the waypoint is placed randomly within a 2m radius of the position. Last one is index, the order in which the waypoints are completed (driven to).
Another important aspect is the last waypoint, set to CYCLE, has to...
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