Well, there goes my suicide hotline career
I'll walk you through it.
Edit: Take it slow, because it is LONG!!
For the cone-light you need to create a weapon that the driver/someone_else can pan (check out the static spotlight on the blufor side).
Create a turret or mount that aims the light
However, this does not 'fire' but turns on with the 'lights on' action.
For the speed radar, you need a bit of scripting. What you need to do is:
1) Somehow capture the unit of which you want get the speed
ask a moderator or an admin, as I am not one who can do the above easily.
2) use iskindof "LandVehicle" to sort out what you don't need
if you type '? _radar-ed_vehicle iskindof "landvehicle" ' then this will yield a true for only land vehicles.
A helicopter, ship, building, man, etc. will return a false, which you can script to exit using the line:
? not (_vehicle_being_radared iskindof "landvehicle":exit
in an .sqs file
3) use the speed command to get their speed
4) get your textures of each individually
(that way you can set up 30 textures, [10 for each digit, as opposed to 1000 for various numbers]
this means you have to set single texture for each of the three digits,
rather than 1 texture for all three.
That way you don't have to do a texture like '214 kph','215 kph','216 kph',
which would be too much work.
_hundreds_place= floor (_speed/100);
this sets the value of the hundreds place.
how it works: It takes the value (we will use 142) and divides it by 100.
we now have 1.42, but we're not done.
the command 'floor()' rounds down, so floor(1.42) = 1
we now have our hundreds digit of 1!!! (YAY!!
_tens_place= floor((_speed mod 100)/10);
this does something similar. the mod command uses modular division.
what that is, is dividing something then using the remainder.
so 142 mod 100 would be 1 remainder: 42, because 100 goes into 142 once, and leaves 42 left over.
(I know this is simple. I am NOT
talking down to you.
I just don't want you to have your brains splattered on the walls after all that effort of repacking them.)
Because this is modular division, it tosses out the one and keeps the 42.
We then do the same thing with the tens, divide 42 by 10 to get 4.2 and then round down to get 4.
Now we have a tens digit of four. (once again: YAY!!
_ones_place= (_speed mod 10)
Now, we do something similar.
this mods by ten so we get 14 remainder: 2. Toss out the 14, and keep the two.
now this won't work as its not rounded, so you may end up with 2.14718945169358046,
if it is not exactly
set texture _hundreds_place;
set texture _tens_place;
set texture _ones_place;
this gives you the digits individually which you can set.
The line below fixes the problem.
if you want to round the ones place (which you probably do) replace that ones line with
_ones_place= floor((_speed mod 10)+.5);
how this works:
1) the speed is 137.67 kph, this mods by ten giving you 13 with remainder: 7.67
then adds .5 to 7.67 to get 8.17.
Then it rounds 8.17 down to 8 to give you a ones value of eight.
2) the speed is 165.48 kph, this mods by ten giving you 16 remainder: 5.48
then it adds .5 to 5.48 to give you 5.98.
It then rounds DOWN
(not up, that's why its called a floor value) giving you a ones digit of five.
Both cases were rounded to the nearest whole number, with a bit of math magic, giving you the ones digit.
Hope that helps!
Hopes this helps, even more!!!
Delta Hawk, The way this was written was to make it very easy and understandable,
and not meant to be demeaning to your intelligence.