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Faye
Dec 21 2011, 20:03
As I am trying to make a rope drop mission into an airport hostage situtation (including a firefight) i love to have a plane surround my policecars with working lights.

i scrolled trhought the wiki and i cant find something to turn the sirens/lights on. is this even possible as it would create a beter atmosphere into the missions


Oh if it isnt possible then close this. i was searching for a missing command if it exist

b101_uk
Dec 22 2011, 04:28
You have to script it (for red/blue lights) for the police car, with the ambulance and fire truck you can cheat a little by attaching perimeter light objects as the body of the perimeter light gets hidden inside the ambulance/fire truck modal, you cannot do that with the police car as it looks silly as the body of the perimeter lights can be seen

So e.g. with the airport fire truck, place one and call it “ft1”, then create an orange and a blue perimeter light,

In the orange perimeter light init section type:

this attachTo [ft1,[-1.19, 2.15, 1.13]];

In the blue perimeter light init section type:

this attachTo [ft1,[1.19, 2.15, 1.13]];

For the ambulance (called amb1) you need 4 blue perimeter lights and in their respective init section type one of the following
(note that the modal 0,0,0 point is off-centre hence the X value -0.49 vs. 0.68 is not symmetrical)

this attachTo [amb1,[0.68, -0.18, 0.7]];

this attachTo [amb1,[-0.49, -0.18, 0.7]];

this attachTo [amb1,[-0.49, -2.5, 0.7]];

this attachTo [amb1,[0.68, -2.5, 0.7]];

For police cars you are better off using other types of light to flood the area with strobe effect thus one police car in the middle of a couple of other police car/emergency vehicles throws off enough light, if you add the folder in the .zip file below to the same place your editor missions are saved e.g. C:\Users\PC user name\Documents\Take On Helicopters\TKoH user name\missions you can open it up in the editor with the lights listed above and a ~78PPM xenon double flash area effect on the police car that uses the sqf files included.

lighttest.United_States_H.zip (http://webspace.ssesurf.co.uk/~m.todd/tests/lighttest.United_States_H.zip)

lights1.sqf = creates the red and the blue lights on pc1 (police car 1) and calls red1.sqf & blue1.sqf to start the lights flashing,

red1.sqf & red2.sqf (like blue1.sqf & blue2.sqf) just loop to maintain the flashing state, to stop the lights flashing you need to use deletevehicle pc1redlight or pc1bluelight e.g. via a trigger.

e.g.

x1PVAWVvQuI

Faye
Dec 22 2011, 10:18
Thnx , yesterday in bed this idea hits me too but still didnt know how will give this a try today. Still need to figure out scripting tho but this will give a nice start

[DirTyDeeDs]-Ziggy-
Dec 22 2011, 13:20
Rok made a clever "Locator" mission for the community preview in which a police car has spinning blue lights and siren. perhaps you could see how he did it.
http://forums.bistudio.com/showpost.php?p=1971187&postcount=2

media, lights begin at 4m28s
aGhiRpEqEVc?t

Double Doppler
Dec 22 2011, 17:12
-Ziggy-;2076517']Rok made a clever "Locator" mission for the community preview in which a police car has spinning blue lights and siren. perhaps you could see how he did it.
http://forums.bistudio.com/showpost.php?p=1971187&postcount=2

media, lights begin at 4m28s
aGhiRpEqEVc?t

Isn't that the standard ambulance in OA? I recall that already had a rotating lightbar from stock by just turning the lights on at night.

[DirTyDeeDs]-Ziggy-
Dec 22 2011, 20:54
Isn't that the standard ambulance in OA? I recall that already had a rotating lightbar from stock by just turning the lights on at night.

http://i4.photobucket.com/albums/y126/Bigtires79/ambulance.jpg
yep. you are right. sorry, for misleading. :16_6_8:
heh, I didnt know it was stock :j:

hon0
Jan 7 2012, 22:23
I just have an idea.. If you have a track IR.. Ok it work for view. But if you install free track and config it to be your mouse. So it will control the light am I right?
So the light follow the track ir View.. Logic. Then just have to bind pause/start freetrack to "L" light by default.. Or may be it's a phare?