OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods Beta Testing => Topic started by: Drozdov on 27 Aug 2003, 18:37:24
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This is something that I'm sure someone must have thought of somewhere. But really, for night missions a searchlight (could be modelled on the M2 machine gun, mayhaps?) would add an extra dimension. And it shouldn't be too hard to make, provided that a unit caught in it's beam would automatically become visible. You should also be able to disable the light by shooting it, even with a pistol (doesn't take much to smash a lightbulb does it? even though they would be reinforced with something). It would also be easy to program search patterns with use of the setDir command.
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It sounds like a good idea. Ideal for a mission where you'd have to perform some sort of black-op operation, or escape from a POW camp or something. ;D
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i've been palying around with a spotlight for a time. i do it for my airfield, of my wwII map. it will work with a script. now i just finished a version, that "looks" up in the sky, for enemy bombplanes, but i will do some on guardposts and so on.
i think i can't post a picture. it will be in the demo of the great assault mod, i'm working with.
so, if u have a "little" time, u could get those things
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Could searchlights also be added as a weapon for like a tank?
ie. In the action menu you could select "Gun light on" - and a searchbeam issued out from where the gun was aimed ... ?
Perhaps???
Dan ;D
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good idea. this game is nothing without searchlights.
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good idea. this game is nothing without searchlights.
Uh... I wouldn't go quite that far! But searchlights are conspicuously absent...
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sounds tasty, watching THIS topic with GREAT interest :D
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Don't get your hopes up.. it's already 2 months out of date...
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It would also be good to have a light as a static object to use on the lamp posts on the Nogova bridge.
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It would also be good to have a light as a static object to use on the lamp posts on the Nogova bridge.
you could always just use the drop command to set a few particles in the lamps ;)
I'm considering trying to do just that for the bridge on my very soon to be finished island ;)
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Use this -
_object = _this select 0
; colours
_left = [1,0.2,0.05,1]
_left2 = [0.4,0.4,0.05,1]
;_left2 = [0,0.7,0.9,1]
#loop
~0.01
drop ["obrysove svetlo", "", "Billboard", 1, 0.1, [0,0.5,0], [0, 1, 0], 1, 0.9, 1.1, 1, [1, 1],[_left,_left2],[0],0,0,"","",_object]
? (Not(Alive _object)): exit
goto "loop"
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I tried it, and yes it's works but the problem with particles that they aren't in 3D, when the searchlight turn, the particle stays the same.
I'm also waiting for a good searchlight, I'm sure people will use them a lot in Blackops missions.
The mg's light is too weak, but is't better than nothing.
I tried this :
I dl-ed the addon reallights (only 5kb) and setpos in la tablelamp on the pole of the mg where the lightbeam starts, The tablelamp is out, I only use the model. It follows the direction of the mg -90. It looks a bit better, but like I said b4 the light is too weak...
I also made an automatic (unmanned) searchlight.
I placed a gamelogic with "this moveingunner mg" in his init. It's manned now and the light's on, but there's no AI or side
I modified SUi's mgspot script to make him move without AI.
I'm not an addon maker but I think it must be possible with an mg without the barrel or ammo... I hope someone will make one...
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I tried it, and yes it's works but the problem with particles that they aren't in 3D, when the searchlight turn, the particle stays the same.
In the above code:
["obrysove svetlo", "", "Billboard", 1, 0.1, [0,0.5,0], [0, 1, 0], 1, 0.9, 1.1, 1, [1, 1],[_left,_left2],,0,0,"","",_object]
substitute "Billboard" with "SpaceObject" and see what happens
:cheers:
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Here's an idea for creating a working spotlight:
Generate the spotlight P3d and classify it as a "tank" type vehicle (so that it can spin). Set it so that it can't move and then have the init turn on the "headlight". of course, I don't think you could move it up or down :(
Another possibility is to code it as a regular vehicle and put the spotlight on the turret? unfortunately, I don't think the "headlights" on a vehicle class can move with its turret.
This would take some trial and error.
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I don't think its possable to put headlights on turrets, but you could do it using setdir...