OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Corben Dallas on 16 Jun 2005, 16:21:50

Title: Gunboat lights
Post by: Corben Dallas on 16 Jun 2005, 16:21:50
I have a PBR gunboat waiting in the evening time, but I can't get it to turn off its light.  If I set the combat mode to stealth the unit's soldiers lie down, but the boat's light stays on.  I can't get LIGHTOFF to work either.

Edit:

Just found other threads about this, and it seems the AI's like the lights on and turn them back on again immediately.  Scared of the dark perhaps...   ::)
Title: Re:Gunboat lights
Post by: 456820 on 16 Jun 2005, 17:24:15
nope try something like setting the behaviour to safe or careless that sohould work and to make them turn it back on something like setting the combat mode to combat
have a go it should work well it woeks for me
note - i cant remember what combat mode is needed so have a go at trying different modes
Title: Re:Gunboat lights
Post by: Corben Dallas on 16 Jun 2005, 17:30:07
Nope, can't make it work.  Shooting the loon driving it works, but not very friendly.  :)
Title: Re:Gunboat lights
Post by: bedges on 16 Jun 2005, 18:00:59
hmmm... this could be another of those version discrepancies - setting the pbr combat mode to stealth should do it.

if that doesn't work, i would suggest getting rid of the driver with a setpos, and then moving him back in when needed. drastic, but it would work.

Code: [Select]
pbr_nameD setpos getpos elsewhere_logic
pbr_nameD unassignvehicle pbr_name

to get the driver out

Code: [Select]
pbr_nameD moveindriver pbr_name
pbr_nameD assignasdriver Pbr_name

to get him back in. untested, but should be along those lines.
Title: Re:Gunboat lights
Post by: Corben Dallas on 16 Jun 2005, 18:49:15
Yep, but all the loons hit the deck in stealth mode, and if I remember right the lights go back on anyway.  I'm not going to worry about this one.  :)