dayZ Street Lights

tri3

New Member
What settings did you give to the fog to create it thick and low like it is here?

My fog setting is
Code:
        class Item3
        {
            side="LOGIC";
            class Vehicles
            {
                items=1;
                class Item0
                {
                    position[]={9030.6191,14.67,2713.5688};
                    id=2;
                    side="LOGIC";
                    vehicle="Logic";
                    leader=1;
                    skill=0.60000002;
                    init="[this, 300, 300] exec ""fog.sqs""";
                };
            };
 

axeman

OpenDayZ Rockstar!
It is a cool mod but requires a list of dependencies: CBA & XEH. I looked at this briefly when working out the house lights. Am pretty sure it doesn't account for the fact that street lights are banned in dayZ, it assumes they will be set to automatic, and am guessing that houses wouldn't have the ambient light source, as this was an extra, custom, requirement..
 

Fr1nk

Valued Member!
Has anyone managed to get the time based fog to work properly?
Been trying...can only get it to work right after a server restart. It'll check the server time vs the time range you set, but once the server is running, the fog doesn't disappear even the clock goes outside that specified range.
 

Nonov Urbizniz

OpenDayZ Rockstar!
Staff member
It is a cool mod but requires a list of dependencies: CBA & XEH. I looked at this briefly when working out the house lights. Am pretty sure it doesn't account for the fact that street lights are banned in dayZ, it assumes they will be set to automatic, and am guessing that houses wouldn't have the ambient light source, as this was an extra, custom, requirement..
Awesome, Yeah the housing lights for sure are not in AEG.

But I think you should look at the project anyway, it recognizes the Transfonica objects as substations and makes them the power source on maps that don't have power stations, or recognizes the power stations on maps that do... I'm fairly sure you could do this on your project w/o having to "find" the objects externally first. The map should know where what object are.

I will definately be looking at your project when we got to impliment power on Sahrani, but we will be doing code revisions to the dayz code that allow for lights without work-arounds, and the code for the actions/destructability as well as a BUNCH of other BIG surprises that will add realism and difficutly in game play.

We'd LOVE LOVE LOVE for you to work with us on it! We've got approval from AEG creator to mod it in anyway we want.

Also AEG has a Mod version instead of a script version. There is YEARS of work in those three projects by a VERY skilled Arma 2 modder. It would be great to see what we could do with it together!
 

axeman

OpenDayZ Rockstar!
Taviana, is next, as soon as I can get a server up and running. Am away at a LAN event this weekend so might get a bit of time tomorrow, but won't be running the mapping code until next week..
 
to those of you that make theese scripts all i can say is thank you soooooo much. Cant wait for this with Taviana, will we be gtting street, and house lights?
 
anyone getting zombies now spawning glitched ie not moving and just standing there and you cant kill them ? i think its since i put lights in , ill test later :(
 
Thanks Axeman for both of your great lighting scripts. I am only having 1 slight issue with this street light script. When i have it enabled i get about a 30-60 second delay in loading into the server. It acts like its not loading properly then finally continues. Have you had any such issue or any idea what may be causing it. Seems to be more pronounced right after a restart. Thanks again for all your great work.
 
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