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herby1
GaL4cT1c
Palyarmerc
nfmz1
oANIMUSo
tjdagger
Regg
TheGeneral
John J. Stevens
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Post by dewi316 Wed 24 Apr 2013, 17:45

Idea:idea:Ok General Zhang has finally paid the electric bill Idea, so we can finally get some lighting inside the buildings and huts. This ive done by using a particle fx, quite simply placing the fx inside the building the particle fx you need is     X_SMOK_ROK_Master 1.
Description....     AAM (javelin) SMOKE   TRAIL

Now heres the twist, the effect creates a bright continuous light as you can see, but also a  small rolling ball of smoke. This was slightly annoying but luckily i stumbled across an answer, you need to bury the effect at least  9 meters underground to hide the smoke ball, so obviously when setting the effect you need to set the height at    - 9 meters.

This is the new updated version in Mssn form, since it was released with the EDX kit.
This update has the lights turned down slightly for a more subtle effect.

If anyone thinks of anything to make this better feel free to say, its not perfect but its the best ive seen. DOWNLOAD NOW!

Heres hoping you mission makers add this in your game, I think it looks ok.
cheers   dewi. SmileSmile


Last edited by dewi316 on Wed 23 Dec 2015, 20:57; edited 8 times in total
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Post by nepgeargo Wed 24 Apr 2013, 18:23

nice idea ;D but i thought the usmc general should pay for the bill since they have already taken the island Razz
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Post by dewi316 Fri 26 Apr 2013, 17:40

POWER UP...... Bandic22
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Post by dewi316 Fri 26 Apr 2013, 17:49

POWER UP...... Bandic25
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Post by dewi316 Fri 26 Apr 2013, 17:57

This is using one particle effect in each building, as you can see the control tower is fully lit up on all floors.
I also placed the fx in both hangars and the barracks building at the back of the base and you can see the fx from over 300 yards away.
remember the fx is placed  - 9 meters underground Surprised

Double click the image, especially the hangar shot to get the full picture.


Last edited by dewi316 on Sun 20 Dec 2015, 10:22; edited 4 times in total
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Post by dewi316 Fri 26 Apr 2013, 18:08

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Post by HomerPepsi Fri 26 Apr 2013, 20:03

Wow!! Good work man!
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Post by John J. Stevens Fri 26 Apr 2013, 21:18

Yes very nice! With a simple timer function checking the mission time an entire group of these effects can be turned on/off for the buildings that can be entered.
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Post by TheGeneral Fri 26 Apr 2013, 21:30

Looking pretty good mate! Ya not that crap after all are ya ?
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Post by Regg Fri 26 Apr 2013, 23:35

As for code on how to turn the lights on and off, I suggest checking the EDX generated waypoints.lua for the "AutoLights" functions. These functions handle weapon and vehicle lights, but the basic structure is there for time checking and such.
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Post by tjdagger Sat 27 Apr 2013, 09:33

combine what Regg said with the placeable fx mod.

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Post by Regg Sun 28 Apr 2013, 01:49

Maybe put together a module that has a trigger zone for each village and markers for the lights already placed in the buildings.
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Post by dewi316 Sun 28 Apr 2013, 19:44

Regg wrote:Maybe put together a module that has a trigger zone for each village and markers for the lights already placed in the buildings.

Regg, thats exactly what i was thinking. As im rubbish at coding, I'll have too leave it up to the great and good.
Heres hoping someone takes this on, would be great too see this in mission. Cool
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Post by Regg Mon 29 Apr 2013, 00:54

Just had another thought for the logistics of a module...

Tracking each village would be 'simpler', but a per building check would allow the lights to turn off when a building is damaged. More work, but more realistic.

I'm almost done with my over-haul of tjdagger's random spawn module (some great new features, but same simple setup). Just need to put together a proper readme! Maybe I'll play around with this next. Wink
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Post by oANIMUSo Mon 29 Apr 2013, 06:07

take some C4 and damage one building at a time and write down the names that pop up using this script

function onObjectDamage(guid)
OFP:displaySystemMessage("Object Damage - guid: "..guid)
end

Then use this script to kill lights to each building.

function onObjectDamage(guid)
if OFP:isBuildingPartDestroyed("x05_y11_bd07_mbrblhse_01_01") or
OFP:isBuildingDestroyed("x05_y11_bd07_mbrblhse_01_01") then
OFP:destroyEntitySet(Lightingset)
end

The name here is a building in Mologa. You could probably also use an object to represent the power for the whole location if you wanted a mission where killing the power to all buildings first is part of the attack.

NOTE: For some reason some buildings register in the message but their names don't carry any weight in the script for triggering commands. In other words some building names recognized as damaged won't kill lights when told to do so. You'll have to go back and check the ones that don't, when you're finished, and just not put lights in them. Most work tho, so it's worth the effort.

Of course you might be able to find an object that will trigger it, and put it in the building so that if it's damaged... kill lights.
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Post by tjdagger Mon 29 Apr 2013, 14:15

Hi Guys,
Not sure if I shard this but here is a link to a placeable mod that also deals with mines, IED's and particle effects.

http://filebeam.com/464bcaa21910d36004dc45200c8fd429

With a bit of tweaking, it would easily do all, proposed above.

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Post by dewi316 Mon 29 Apr 2013, 17:26

Aswell as the obvious towns, huts, bunkers, something I think adds some more character and I think shouldn't be overlooked, are the small recon points.
You could say these wouldnt have electricity, yes but if there using oil fired lamps this could be plausable. If your placing roadside checkpoints also, I think the troops might use some kind of oil fired lamp and so I think this looks quite reasonable.
These screens were taken by the bunker, be glad too hear what everyone else thinks? Laughing
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Post by dewi316 Mon 29 Apr 2013, 17:29

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Post by dewi316 Mon 29 Apr 2013, 17:30

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Post by John J. Stevens Wed 01 May 2013, 12:35

The idea of spawning campfires and other night lighting is important if you are evading capture or sabotaging various locations.

The idea of crossing the island to escape means avoiding the enemy and creating plausible distractions if needed adds a level of gameplay beyond the wet work approach normally used.

Add a triggerzone that is slightly larger than each ambient light source (~15 meters) as a MOOD trigger for the local enemy (as in Searchand Destroy) and most will want to keep there butts away from camps or towns.

Camps at the right chokepoint would prove troublesome to the mission.
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Post by nfmz1 Mon 06 May 2013, 19:02

wow that is awesome I would loe to see this added to existing missions. Would make a whole new mission out of alot of them. Great work!!!

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Post by dewi316 Wed 08 May 2013, 22:59

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Post by dewi316 Wed 08 May 2013, 23:01

The lighting bill just got more expensive. ShockedShocked LaughingLaughing

Yeah, I went there the whole freekin island lit up like a Christmas tree.
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Post by nfmz1 Thu 09 May 2013, 00:01

This is awesome I wanna play missions with this!!!Anyway to add this to existing missions?

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Post by oANIMUSo Thu 09 May 2013, 04:17

Exellent job dewi! Bout time somebody did it. Glad it wasnt me Laughing Tell us how long that took you.
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