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SchwEde

Schwede's improved Flashlighst

24 posts in this topic

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Schwede's improved Flashlighst <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

 
What it does?
 
It simply add a bit more light to your surrounding so flashlights are more effective then they are by default.
 
Screenshot:
 
qxqxhezq.jpg
 
How it works:
 
This Scripts is completly local and is not visible by other players, since the light of the flashlight should be enough attraction for them.
 
How to install
 
You need to make changes in:
 
init.sqf
variables.sqf
compiles.sqf
dayz_spaceInterrupt.sqf
 
first we make our new file called: flashlight.sqf
 
and paste this in there and place it somewhere you like:

/**
Schwedes Flashlight improvement
**/

Private ["_num","_light","_type"];
_type = _this select 0;


switch (_type) do {
		case 0: {
			_light = "#lightpoint" createVehicleLocal (getPosATL player);
			_light setLightBrightness 0.01;
			systemChat format['currentWeapon player: %1',(currentWeapon player)];
			if ((currentWeapon player) == "MeleeFlashlightRed") then {
			_light setLightColor [0.5,0,0];
			_light setLightAmbient [0.2,0.01,0.01];
			} else {
			_light setLightAmbient[.9, .9, .6];
			_light setLightColor[.9, .9, .6];
			};
			_light lightAttachObject [player, [0.1,2,0.5]];
		};
		case 1: {
					player action ["GunLightOff", player];
					_light = nearestObject [player, "#lightpoint"];
					deleteVehicle _light;
					Schwede_flashlicht = false;
		};
	};

Next we create another file called and place it somewhere you like: lightcheck.sqf
 
and paste this in there:

/**
Schwedes Flashlight improvement
Light Check
**/
Private ["_light"];

	waitUntil {!isNull (findDisplay 46)}; //making sure player is spawned
		while {true} do {
			
			waitUntil {Schwede_flashlicht};
			if !((currentWeapon player) in Schwede_FlashlightWeapons) then {
			
					player action ["GunLightOff", player];
					_light = nearestObject [player, "#lightpoint"];
					deleteVehicle _light;
					Schwede_flashlicht = false;

			};
			sleep 0.1;
		};

Time to make this thing to work:
 
variables.sqf:

 

search for

// DayZ Epoch Client only variables

and add right after:
 

	if(isNil "Schwedes_flashlicht") then {
		Schwedes_flashlicht = false;
	};

search for 

if(!isDedicated) then {

and place this somewhere in this area:
 

Schwede_FlashlightWeapons = ["M4A3_CCO_EP1","SCAR_L_CQC_Holo","SCAR_H_CQC_CCO","MeleeFlashlight","MeleeFlashlightRed"]; //This array wants to be filled with weapons with flashlights

compiles.sqf
 
 
 
add this



Schwedes_flashlight = compile preprocessFileLineNumbers "PathTo\flashlight.sqf";

to the if(!isDedicated) then { area
 
dayz_spaceInterrupt.sqf
 
place this somewhere in it:

//flashlight
if (_dikCode in actionKeys "Headlights" && ((currentWeapon player) in Schwede_FlashlightWeapons) && ((vehicle player) == player)) then {
	if (Schwedes_flashlicht) then {
			Schwedes_flashlicht= false;
			_id = [1] spawn Schwedes_flashlight;
		} else {
			Schwedes_flashlicht= true;
			_id = [0] spawn Schwedes_flashlight;
		};
};

init.sqf
 
add this
 




[] execVM "PathTo\lightcheck.sqf";

to the if(!isDedicated) then { area
 
Save everything and load up everything.
 
 
Suggestions? Post them here
 
Like my work? why not spend me a beer then ;D Link in my Sig :)

axeman, Gr8, d0t and 6 others like this

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The amount of people who will write "pathto" is already funny :D

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Awesome script SchwEde. My server spends 12 hours per day in the dark so this will prove very useful. Many beans my friend.

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Umm i just noticed the Topic (read carefully):
 

Schwede's improved Flashlighst

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I don't get this:

//flashlight
if (_dikCode in actionKeys "Headlights" && ((currentWeapon player) in Schwede_FlashlightWeapons) && ((vehicle player) == player)) then {
	if (Schwedes_flashlicht) then {
			Schwedes_flashlicht= false;
			_id = [1] spawn Schwedes_flashlight;
		} else {
			Schwedes_flashlicht= true;
			_id = [0] spawn Schwedes_flashlight;
		};
};

If schwedes licht is true, then... Where do you define Schwedes Licht, so that script knows if that's true or not?

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oh you are right i forgot the step with the isNil part to the variables.sqf ^^"
whopsie
 
Post #1 updated
 
search for:
variables.sqf

// DayZ Epoch Client only variables

and add right after:
 

	if(isNil "Schwedes_flashlicht") then {
		Schwedes_flashlicht = false;
	};

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Noch was (sorry, will deine Arbeit nicht schlecht machen):

_id = [0] spawn Schwedes_flashlight;

 

Schwede_flashlight = compile preprocessFileLineNumbers "PathTo\flashlight.sqf";

 

 

Die Function die du aufrufen willst existiert nicht, weil du ein "S" vergessen hast :)

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Verbesserungen sind immer erwünscht und gern gesehen :)

 

liegt daran, dass meine Variablen anders hießen und ich sie für den release etwas umbenannt habe ^^

ryker likes this

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Client RPT Errors:

File mpmissions\__CUR_MP.Napf\custom\flashlight\lightcheck.sqf, line 6
Error in expression <ay 46)}; 
while {true} do {

waitUntil {Schwede_flashlicht};
if !((currentWeapon>
  Error position: <Schwede_flashlicht};
if !((currentWeapon>
  Error Undefined variable in expression: schwede_flashlicht
File mpmissions\__CUR_MP.Napf\custom\flashlight\lightcheck.sqf, line 6

To fix this error add second variable (near first) in variables.sqf.It looks like this:

if(isNil "Schwedes_flashlicht") then {
        Schwedes_flashlicht = false;
    };
    if(isNil "schwede_flashlicht") then {
        schwede_flashlicht = false;
    };

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Should this work fine with Overpoch? Seems like I had it working on Epoch then changed my client server to overpoch and it doesn't work anymore.

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Should this work fine with Overpoch? Seems like I had it working on Epoch then changed my client server to overpoch and it doesn't work anymore.

 

There's no reason this shouldn't work on Overpoch. Double check to be sure that you didn't replace any of the files required for this script with the same files when installing Overpoch.

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Just installed this script and I found a bug. If you have your flashlight on and you switch weapons, there's still an ambient glow, which is basically the effect that this script adds to the flashlight to make it brighter. See these screenshots for a better explanation.

 

 

Flashlight turned on. You see the ambient light effect here.
 
zIDJb8.jpg
 
Flashlight left on, switched weapons. You still see the ambient light.
 
lKs0Le.jpg
 
Flashlight turned off, no ambient light.
 
b5NdAt.jpg
 
Switched to weapon, after flashlight was turned off, still no ambient light.
 
vLzNOg.jpg

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Just installed this script and I found a bug. If you have your flashlight on and you switch weapons, there's still an ambient glow, which is basically the effect that this script adds to the flashlight to make it brighter. See these screenshots for a better explanation.

 

 

Flashlight turned on. You see the ambient light effect here.
 
zIDJb8.jpg
 
Flashlight left on, switched weapons. You still see the ambient light.
 
lKs0Le.jpg
 
Flashlight turned off, no ambient light.
 
b5NdAt.jpg
 
Switched to weapon, after flashlight was turned off, still no ambient light.
 
vLzNOg.jpg

 

I saw this last night as well.

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So i just checked the bug again from last night that you described above and the bug doesn't happen either. Everything seems to be in place... >:-l

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Ok, figured out what was causing the problem with the flashlight not working. I installed Advanced Alchemical Crafting v3.3 and the Crafting_Compiles was conflicting with the dayz_spaceinterrupt. i used diffmerge to merge the two and now it works fine.

 

I need to find out how to make the "F" key make the object stay still though for Advanced Alchemical Crafting v3.3. Haven't checked the forums yet, but if anyone can save me some time I would appreciate it. ;-)

 

Thanks for making me take another look BetterDeadThanZed. Appreciate it!!

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Just installed this script and I found a bug. If you have your flashlight on and you switch weapons, there's still an ambient glow, which is basically the effect that this script adds to the flashlight to make it brighter. See these screenshots for a better explanation.

 

 

Flashlight turned on. You see the ambient light effect here.
 
zIDJb8.jpg
 
Flashlight left on, switched weapons. You still see the ambient light.
 
lKs0Le.jpg
 
Flashlight turned off, no ambient light.
 
b5NdAt.jpg
 
Switched to weapon, after flashlight was turned off, still no ambient light.
 
vLzNOg.jpg

 

 

Anyone have a solution for this yet?

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I wish there was. Seems like it would be something simple to end the script on weapon change, but i'm no coder.

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It would be great to also see the other players' light, so when you're in a group and only one haves a flashlight, you get to use it properly... maybe the other ones struggling to meele the zedz...

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