Deinon
  • Deinon
  • 50.25% (Neutral)
  • Captain Topic Starter
8 years ago
Quite simply, I was wondering if it's possible to turn off the flashing red and blue lights on the Police Car (civilian vehicle included in the base game). For the map I'm working on, it's supposed to simply be parked and idle, but from their position on the map, a clear indication to the player that the enemy soldiers you encounter in the city are acting as its police force.

The map is a Generals Challenge for the "Global Crisis" mod (which added Israel, Syria, and the UN Boss General as playable factions), in this case for the Syrian general. Part of the experience is that the player will encounter things which make you wrestle a little with your actions - the city which lies between his base and yours is designed to look like it might actually have been a nice place to live, and civilians are indeed still there, going about their business. It will inevitably take damage as you fight there. Furthermore, a third computer-controlled player (GLA) hostile to both you and the Syrian General is trickling into the bombed-out eastern part of the city, and as you weaken the Syrian General, they will potentially punch through and begin attacking civilians (they're who the city guards are there for).

For the record, I am not a fan of the Assad regime. A family from Aleppo was resettled in my town who endured his barrel bombings. I also happen to know some good people living in Damascus - in their case, the same army which was bombing Aleppo is standing between them and ISIS. It's a complicated situation, and I was hoping to capture it to some extent in this mod.   Market.png (2,923kb) downloaded 14 time(s).
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acidbrain
8 years ago
You could remove the animation and hide the light subobjects in the drawmodule default conditionstate...

DefaultConditionState
  Model = CVPoliceCar
;  Animation = CVPoliceCar.CVPoliceCar
;  AnimationMode = LOOP
  HideSubObject = CXPOLICECAR000 CXPOLICECAR001 CXPOLICECAR002
End

Didnt test it because im busy with others things...

Cheers

Panem et kirkinses
Deinon
  • Deinon
  • 50.25% (Neutral)
  • Captain Topic Starter
8 years ago

You could remove the animation and hide the light subobjects in the drawmodule default conditionstate...


DefaultConditionState
  Model = CVPoliceCar
;  Animation = CVPoliceCar.CVPoliceCar
;  AnimationMode = LOOP
  HideSubObject = CXPOLICECAR000 CXPOLICECAR001 CXPOLICECAR002
End

Didnt test it because im busy with others things...

Cheers

Originally Posted by: acidbrain 

Sweet! It works!

Just need to turn off the headlights and the lighting on the ground beneath them and we're golden. Would those be other subobjects?
SkyMix_RMT
8 years ago


Just need to turn off the headlights.

Originally Posted by: Deinon 



To do that you just need to make the object use the night model in the object properties menu in world builder.
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Deinon
  • Deinon
  • 50.25% (Neutral)
  • Captain Topic Starter
8 years ago


Just need to turn off the headlights.

Originally Posted by: SkyMix_RMT 



To do that you just need to make the object use the night model in the object properties menu in world builder.

Originally Posted by: Deinon 

I tried doing that - both the day and night models of the PoliceCar object have the headlight beams turned on.

CINE_PoliceCar doesn't have headlights, but the INI code for HideSubObject doesn't work on them. Its subobjects for the lights on top must go by different names.
AdrianeMapMaker
8 years ago
try to find out the answer using renx
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acidbrain
8 years ago
Add CXPOLICECAR004 and CXPOLICECAR005 to HideSubObject if you want to hide the headlights...

DefaultConditionState
  Model = CVPoliceCar
;  Animation = CVPoliceCar.CVPoliceCar
;  AnimationMode = LOOP
  HideSubObject = CXPOLICECAR000 CXPOLICECAR001 CXPOLICECAR002 CXPOLICECAR004 CXPOLICECAR005
End

Cheers
Panem et kirkinses