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Not enough light sources in the editor
Closed, ResolvedPublic


This is quite a minor thing, but annoying nonetheless. When looking for light sources to introduce in a base, all I can find is campfires and chemlights... nothing else that I can see. It becomes rather frustrating when you are handcrafting a base yourself somewhere in the open and you have to rely on flashlights and NVGs for looking around, making it feel preety miserable


Legacy ID
Won't Fix
Unable To Reproduce
Steps To Reproduce

1- Look for light sources for your base
2- Stick to a shitton of fireplaces :(

Additional Information

Im just saying here that I have checked many times, but, knowing this is Arma after all, Im sure someone will tell me how to put some lights.

This happens after 2 hours of pointless searching ;_;

Event Timeline

seseta edited Steps To Reproduce. (Show Details)Sep 14 2013, 10:57 PM
seseta edited Additional Information. (Show Details)
seseta set Category to Editor.
seseta set Reproducibility to Unable To Reproduce.
seseta set Severity to None.
seseta set Resolution to Won't Fix.
seseta set Legacy ID to 219805393.May 7 2016, 4:44 PM
seseta edited a custom field.
Bohemia added a subscriber: Helio.Sep 14 2013, 10:57 PM
sproyd added a subscriber: sproyd.May 7 2016, 4:44 PM

Agree it should be much easier to place lights in the editor. Here is teh solution:

Create a Game logic called lampspot_1 (and so on)and then insert this in the init

lamp = createVehicle ["Land_LampHalogen_F", getPos lampspot_1,[], 1, "CAN_COLLIDE"]; lamp setdir 120;

You can also use "Land_LampStreet_F" for street lights.

daze23 added a subscriber: daze23.May 7 2016, 4:44 PM

"Objects (Lamps)" used to be in the editor (before July?). not sure why they were removed, but are they ever coming back?

F2kSel added a subscriber: F2kSel.May 7 2016, 4:44 PM

They need to bring back a new version of the search light.

We finally have better lighting but nothing to exploit it.

I always wondered about a reason why they removed it.
Maybe there's a limit to light sources or something like that.
Especially the old searchlights are missing, new lighting but nothing usable to show it off.

coltti added a subscriber: coltti.May 7 2016, 4:44 PM

Search lights/spot lights, different kinds of street lights, construction lights, smaller lamps for indoors. That kind of stuff would really help out on mission making to have them easily accessible on the editor like for example the chemlights and flares are right now.

fons added a subscriber: fons.May 7 2016, 4:44 PM
fons added a comment.Mar 17 2014, 11:40 PM

any clue on why they've removed them?

I don't know why they (Objects: Lamps) were removed. but the thing is, they're in 'Zeus', so why not the standard editor?

AD2001 added a subscriber: AD2001.May 7 2016, 4:44 PM

There were (and are) issues with overlapping dynamic lights. That's why they've removed them.

I don't believe that is why they removed them, i don't believe a mission maker would purposefully use enough lights to cause the overlapping issue to occur. When i used the lights nothing bad came of it. I agree, they need to bring back the lamps section, and if there are overlapping issues, which i'm sure there are, it can be worked on whilst allowing mission makers the room to use them wisely.

if 'overlapping' is such an issue, why are they available in Zeus?

Helio added a comment.Mar 21 2014, 9:46 AM

Another light source you can use atm is the camping light under tents, but yeah, we definitely need the lamps-section back!


Lux0r added a subscriber: Lux0r.May 7 2016, 4:44 PM
Lux0r added a comment.Apr 5 2014, 12:29 AM

Bring the lamps back!


Iceman added a subscriber: Iceman.May 7 2016, 4:44 PM

Hello guys,

after discussion with the development team, we decided not to add lamps back in the editor for various reasons (mostly performance-demanding issues).

However, you can still add them via script.
You can find lamps here:

Thank you for your feedback and sorry for inconveniences.