Hey, i dont get it how i change the pass.
so can anyone tell me more "easy" way.
Thanks
Mathiask1.
Hey, i dont get it how i change the pass.
so can anyone tell me more "easy" way.
Thanks
Mathiask1.
hey guys i put some illumination towers on my map with light and i want it to shut down ones the circut breaker is done. What should i put on the condition?
Anyone?
hey Loyalguard! i know im a little late here but i wanted to give kudos for the script! ive been modding in arma since this passed spring and had a couple questions regarding something with the script.
ill keep messing around and see if i can get it ironed out but just wanted to say great scripting!
Hello LoyalGuard.
I m in the end of my Island project and i need to insert the Scripted AEG version.
right now i have on my island one power plant with stack, 16 distributors (8 near power plant, and 1 at each end of the line = 16 distributors)
and 15 transformer poles for villages and factorys.
can you help me customize the scripts for my need?
Thanks in Advance
finaly i did the scripted AEG version working on my island.....
This is a powerfull feature for every island.........
LoyalGuard very good job... thank you !!
can i get rid of the circle markers? (must testing) can i set those points as virtual objects like poles?
thanks
Great mod, very nicely done. Thanks.
I was wanting to make some edits so that all the power is off by default. But when I tried to open the aeg.pbo it is not recognised by either pboview or cpbo. Why is that please?![]()
Thanks dragonsyr.
So, to start out with everything off do i change the highlighted bits to false for ech place?
// Create a global array to store information necessary to create all the different objects and logical components required by the AEG simulation. This array will be used by AEG_server.sqf, AEG_client.sqf, AEG_common.sqf, and AEG_JIP.sqf. The array elements are as follows: ["Type_Name_Location", [Object Position Subarray], Object "Class" or ID, addAction?, "EffectType", [Supplied Nodes Subarray]]
AEG_objects =
[
["D_Bere", [12857.9,9872.9,0], "Land_trafostanica_velka", true, "XFMR", []],
["T_Zele_1", [2256.56,5257.14,0], "Land_trafostanica_velka", true, "XFMR", [["D_Zele", .5], ["T_Zele_2", .5]]],
["T_Zele_2", [2254.26,5236.21,0], "Land_trafostanica_velka", true, "XFMR", [["D_Bere", 1]]],
["D_Zele", [2286.14,5247.76,0], "Land_trafostanica_velka", true, "XFMR", [["T_Zele_2", .5]]],
["T_Cher_1", [6225.57,2163.83,-2.28], "Land_trafostanica_velka", true, "XFMR", [["T_SZag_2", 1], ["D_Cher", .5]]],
["D_Cher", [6248.39,2467.36,6.67], "Land_trafostanica_velka", true, "XFMR", []],
["S_Cher", [6264.0,2206.2778,26.65], "Land_Ind_MalyKomin", false, "SMOKE", []],
["P_Cher", [6249.57,2188.1,0], "Land_Ind_Pec_03a", false, "PLANT", [["S_Cher", 1], ["T_Cher_1", 1]]],
["T_SZag_3", [5669.14,2986.78,0], "Land_trafostanica_velka", true, "XFMR", [["T_Zele_1", 1]]],
["T_SZag_2", [5680.46,2948.25,0], "Land_trafostanica_velka", true, "XFMR", [["T_SZag_3", .5], ["D_SZag", .5]]] ,
["T_SZag_1", [5680.74,2984.81,7.6], "Land_trafostanica_velka", true, "XFMR", [["D_SZag", .5], ["T_SZag_3", .5]]],
["D_SZag", [5687.86,2960.26,-2.28], "Land_trafostanica_velka", true, "XFMR", [["D_Cher", .5]]],
["D_Soln", [12782.1,6209.95,1.7], "Land_trafostanica_velka", true, "XFMR", []],
["D_Elek", [10452.6,2649.76,4.7], "Land_trafostanica_velka", true, "XFMR", [["D_Soln", 1]]],
["T_Elek_2", [10472,2620.67,8.10], "Land_trafostanica_velka", true, "XFMR", [["D_Zele", .5]]],
["T_Elek_1", [10466.8,2611.02,0], "Land_trafostanica_velka", true, "XFMR", [["T_SZag_1", 1]]],
["S_Elek", [10411.19,2599.3613,55], "Land_Ind_Stack_Big", false, "SMOKE", []],
["P_Elek", [10438.6,2600.89,0], "Land_Ind_Pec_03a", false, "PLANT", [["S_Elek", 1], ["T_Elek_1", 1], ["T_Elek_2", 1], ["D_Elek", 1]]]
];
This is from he readme:
Actually having rad it again, do i have to add this highlighted bit of code to a file for each town? If so, which file do i add that to?A. Pre-Planned Power Outages
----------------------------
1. TEMPORARY / CORRECTABLE Outages - If a mission maker would like to start a mission with power off (or do so at any other time) and have players be able to restore it, the easiest way to accomplish this is to manipulate the power flowing "out" of a substation or pole transformer. Do not attempt to change an "on" variable as given above. Any forced change to an "on" will be immediately reverted to its last known state by the simulation. Instead, you can change the "out" variable. The names of the "out" variables can be found in the briefing in each demo mission. By making an "out" variable false, players will be able to manually close circuit breakers to make it true again (if not disabled by AEG_manual = false) or via the grid control system dialog. As an example, to "temporarily" turn off the lights in Solnichniy (and surrounding towns/areas) and allow players to be able to turn them back on, use the following code in your mission:
AEG_out_D_Soln = false;
publicVariable "AEG_out_D_Soln";
Be sure to only run this code on the server, and if at mission start, wait at least 5-10 seconds for the grids to be fully initialized first. Failure to use publicVariable could result in some clients not being updated and experience the pertinent effects (since street lamps states, sounds, and particles are all local).
Sorry for the noobishness.
Cheers
I was testing this out, its pretty cool. However I noticed that the lights on the tops of cranes, and the lights at train tracks remain working. Does anyone have the class names for those and know if they are switchable?