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#1 Posted at 2016-10-22 13:35        
     

MP compatible script you can use to create omni lights, spot or decorative lights.
I use this script to add light for night time missions so they can be played without NVGs or to create light points to iluminate or decorate areas.

If you like my work and want to support it visit my Patreon Page:
https://www.patreon.com/aliascartoons

STEAM link

Direct Download link:
http://www.armaholic.com/page.php?id=31811


You can use, adapt and/or modify the script as you see fit.
If you find nice ways to modify the script for better effects let me know.
Tested on dedicated, any feedback will be greatly appreciated.
Thank you and have fun!

My Twitter account
https://twitter.com/ALIAScartoons

Other Scripts
http://steamcommunity.com/sharedfiles/filedetails/?id=660222301

DO NOT INCORPORATE THIS SCRIPT OR PORTIONS OF IT IN MONETIZED PRODUCTS OR SERVERS WITHOUT ASKING FOR PERMISSION AND OBTAINING APPROVAL FROM ME!!!

This post was edited by aliascartoons (2016-10-25 09:39, 416 days ago)


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#2 Posted at 2016-10-22 19:52        
     
Thanks again for always supporting us with your releases mate.
News is up on the frontpage and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.

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Tajin  



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#3 Posted at 2016-10-24 09:10        
     
Hmmm, so what you call a "spotlight" is basically just a pointlight with lensflare.
Not saying that the script is bad, but that is a little bit misleading.


Only pointlights can be scripted.

There are a lot of very capable people on this forum, willing to spend some of their time to help you out. So if you have a problem, it surely isn't too much to ask that you atleast take the time to describe it properly. Thanks.

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#4 Posted at 2016-10-25 10:04        
     
Indeed there are lightpoints (with or without lensflare) used which is the closest thing to a spotlight in ARMA until i figure it out how to control volumetric light particles or BIS implements a genuine volumetric light in engine in a way we can script it.
I could've used the lightpoints as i did in searchlight script to simulate the cone for spotlight but i wanted to keep the script light-weighted and simple to avoid the problems ARMA has rendering many lightsources close to each other.
I am interested to you find better ways to simulate spotlights if any ones knows please let me know. Thanks!


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Tajin  



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#5 Posted at 2016-10-26 10:11        
     
# aliascartoons : I am interested to you find better ways to simulate spotlights if any ones knows please let me know. Thanks!

Sadly, there is none.
Except for attaching objects that already have a spotlight and then hiding their model – not a good solution at all.



Best way to simulate it would probably be to use an intersect command whenever the light is moved, find the nearest intersection and place a pointlight there to simulate the lightcone, with its width and intensity calculated based on the distance to the lightsource.
Even then, it still won't look right.

We just have to keep nagging BIS about giving us a "#lightspot" object.

There are a lot of very capable people on this forum, willing to spend some of their time to help you out. So if you have a problem, it surely isn't too much to ask that you atleast take the time to describe it properly. Thanks.

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#6 Posted at 2016-10-27 03:03        
     
Hello, As Tajin said, no chance to do something else than a #lightPoint .
I wrote a little script to play easily with almost all parameters of a light Point.

Place an object in editor and the script in its init field.

You have to configure 16 custom controls (in main controls menu).
I suggest something like H + PGDOWN to decrease the altitude of the light, or S + PGUP to increase the size of it.
(any keys you want but avoiding some other use).



If you play with these controls, you can remark that attenuation start, flare size and intensity are the main ones.
You can create two light points :
- one for the lighting lens, not too bright and small, attached to a vehicle;
- one for the lighted area, broader and brighter, in intersect of ground or object in direction of the simulated beam (as Tajin said).

This post was edited by Pierre MGI (2016-10-27 03:17, 414 days ago)

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS

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#7 Posted at 2016-10-27 23:22        
     
@Pierre MGI
Did you test it on dedicated? If doesn't have a big impact on performance should be a way to go. I'll have a look ASAP. Thanks man!


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#8 Posted at 2017-04-05 00:47        
     
I've just tried this with a non-functioning old fashioned lantern in a night mission I'm working
up using the Unsung Vietnam mod. It's -perfect- and so easy to implement. Thank you, Alias!

Best regards, Odd


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#9 Posted at 2017-04-06 16:05        
     
@Oddball-CAF
You are welcomed buddy, keep up the good work!

Here it a video made by Dan Tronic using this script and few others to create a nice atmosphere:



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#10 Posted at 2017-04-24 16:51        
     
Whoah, that video demo Dan Tronic is incredible! :-)
@Alias, may I ask you about view distances to the light sources? This video might help explain my question.



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#11 Posted at 2017-04-27 06:40        
     
@anfo
From case to case depends on light size, brightness and your view distance set in game.
Some of them you can see from several km, other from few meters and as you could see if you aim for ambient light it will affect pretty much the entire map.