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There is also a setting for the chance that a building will light up. Also sets the chance if it will flicker off so not all buildings will light. Also this will only light up buildings with windows that illuminate unless custom buildings are added to one of the arrays.
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..Possible to do Lighthouses?
class Land_majak2: Land_majak
{
model = "\ca\buildings\majak2";
class Reflectors
{
class MainLight
{
color[] = {0,0,0,0};
ambient[] = {0,0,0,0};
position = "";
direction = "";
hitpoint = "";
selection = "";
size = 0;
brightness = 0;
period[] = {0,1};
};
};
Question,
I have several of these on my map where i use them for look but at night i would LOVE them to have the 4 working flood lamps.
Am just finishing it up as a separate addon. Am going to include the option for a personal generator requirement.
The castle can be added to the existing code. Add Land_A_Castle_Bergfrit into one of the arrays in the editable bit..
Am just finishing it up as a separate addon. Am going to include the option for a personal generator requirement.
_objMisc = nearestObjects [_nrPlayer, ["Land_A_Castle_Bergfrit","Land_A_FuelStation_Build","Land_Hlidac_budka","Land_A_FuelStation_Shed","Land_Mil_Barracks","Land_Mil_Barracks_L","Land_Mil_Barracks_i","Land_Mil_ControlTower","Land_a_stationhouse","Land_sara_hasic_zbroj","Land_sara_domek_zluty","Land_pumpa"], _range];
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 reduced, still testing.Axe, you are a gentlman and a scholar! if theres any help i can offer please let me know.