This will be more important for the next milestone when the electricity grid comes in, but I'll just put it here anyway.
More thought needs to be put into placing the light switches. I identified five issues:
- There's no light/light switch at all and it should be
- There's a light switch but no light
- There's a light but no light switch
- It's not immediately clear which switch is affecting which light
- The switch is blocked by furniture (mainly doors)
The best example of this issue is the barraks building on the Arland airfield (ArmaReforger:Prefabs/Structures/Military/Houses/Barracks_E_02/Barracks_E_02_camo.et). It's not a big building, but suffers from all of the above.
Case 1
No light/switch in the heater room.
The main eating are is also unlikely to be nicely lit by those two ceiling lights.
Case 2
There's a light switch in the far side office, but no light
Case 3
On the far end of the building, the room with beds is missing a light switch. The other rooms with beds have one.
Also, the room with the wood and stove has the same problem.
The restroom has a light switch in the hallway and none inside. I'm not sure if this is OK or not.
Case 4
There are 4 light switches in a relatively small room with two ceiling lights (which should be controlled by one switch). I would be quite confused which one triggers what.
Case 5
Most of the rooms with beds have doors that block the lightswitch when open. This should not be the case, the player should not enter the room, close after himself and then fumble in darkness to search for the light switch.
This is also the case for 2 out of the 4 switches in the room from the previous case.
A total of 9 switches in this building are not possible/difficult to use just because of doors.