switchLight: Difference between revisions
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Killzone Kid (talk | contribs) (updated example) |
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Switch all lights off in the 500 radius of player: | Switch all lights off in the 500 radius of player: | ||
<code>{ | <code>{ | ||
[[for]] "_i" [[from]] 0 [[to]] [[count]] [[getAllHitPointsDamage]] _x - 1 [[do]] | |||
{ | |||
_x [[setHitIndex]] [_i, 0.97]; | |||
_x [[ | }; | ||
} [[forEach]] [[nearestObjects]] | } | ||
[[forEach]] [[nearestObjects]] | |||
[ | |||
[[player]], | |||
], 500];</code> | [ | ||
"Lamps_base_F", | |||
"PowerLines_base_F", | |||
"PowerLines_Small_base_F" | |||
], | |||
500 | |||
];</code> | |||
<!-- Note Section END --> | <!-- Note Section END --> | ||
</dl> | </dl> |
Revision as of 11:33, 28 March 2017
Description
- Description:
- Controls whether a lamp is lit or not. For working with CfgNonAIVehicles class "StreetLamp" only.
- Groups:
- Uncategorised
Syntax
- Syntax:
- lamp switchLight mode
- Parameters:
- lamp: Object
- mode: String - Mode can be: "ON", "OFF" or "AUTO" (Lamp is on only during nighttime , default)
- Return Value:
- Nothing
Examples
- Example 1:
(object 12345) switchLight "off"
- Example 2:
nearestObject [player, "Streetlamp"] switchLight "OFF"
- Example 3:
if (count allMissionObjects "StreetLamp" == 0) then { hint "Objects compatible with 'switchLight' are not found."; } else { hint "'switchLight' compatible objects are found!"; };
Additional Information
- See also:
- lightIsOn
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Notes
- Posted on January 23, 2010
- vasek7
-
If you want turn street lamp off in ArmA2, the syntax is:
ID959522=position player nearestObject 959522
ID959522 switchLight "off" - Posted on September 16, 2013
- Killzone_Kid
-
In ArmA3 use setHit instead:
_lamp = nearestObject [player, "Lamps_base_F"]; _lamp setHit ["light_1_hitpoint", 0.97]; //off _lamp setHit ["light_1_hitpoint", 0]; //on
Switch all lights off in the 500 radius of player:{ for "_i" from 0 to count getAllHitPointsDamage _x - 1 do { _x setHitIndex [_i, 0.97]; }; } forEach nearestObjects [ player, [ "Lamps_base_F", "PowerLines_base_F", "PowerLines_Small_base_F" ], 500 ];
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- Command Group: Object Manipulation