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[MDL ED] Attaching lights to entities - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: [MDL ED] Attaching lights to entities (/thread-23675.html) |
Attaching lights to entities - HugoLafisques - 10-23-2013 Hi there, I've been messing around in the amnesia model editor for a little while and managed to attach some lights and billboards to the grunt model; but I'm running into a problem when the grunt despawns - the lights and billboards aren't deactivated as well, leaving me with some floating lights at wherever in the map the enemy was. Any ideas? RE: Attaching lights to entities - Acies - 10-23-2013 Manually deactivate the lights. Not sure there is 'an easy way' to do this. Bind the billboards of the grunt to a light (all in the modeleditor). I know that setting the color of the pointlight 'black' hides the billboards; void FadeLightTo(string& asLightName, float afR, float afG, float afB, float afA, float afRadius, float afTime); The name of the pointlight would be "servant_grunt_1_pointlight_1" - I hope you understand the naming convention. I'm not sure if; void SetLightVisible(string& asLightName, bool abVisible); Works as well. It appears as if this can be set up to work 'automatically', by using the callbackfunc specified in the 'entity' tab of the leveleditor of the grunt/brute; OnAutoDisabled (hover mouse on the white blank). Best of luck - I'm not huge on scripting so someone else will have to step in, in case this general overview doesn't do it. :] RE: Attaching lights to entities - HugoLafisques - 10-24-2013 wow, that's a pain in the ass thanks for the help, i'll give it a go RE: Attaching lights to entities - HugoLafisques - 10-24-2013 For some reason i'm getting the error 'OnAutoDisable' is not a valid data type? I'm probably doing this completely wrong, but here's my function: Code: void enemylight(string &in EntityName, OnAutoDisabled) Edit: Also in the model editor would the light be named pointlight_1, then outside of that it would be referred to as "servant_grunt_1_pointlight_1" ? RE: Attaching lights to entities - Acies - 10-24-2013 In response to your edit - yes. So, the light needs to be renamed in the script you provided. Also, I dug through old scripts to find the correct format - tried to 'translate' into something for you: void enemylight(string &in EntityName, string &in Type) { if(Type == "OnAutoDisabled") { FadeLightTo("servant_grunt_1_light_1", 0, 0, 0, 0, 0, 0.1); } } (Keep in mind that the editors like to add an underscore and a number on names!). The script assumes that you named your pointlight = 'light' RE: Attaching lights to entities - HugoLafisques - 10-25-2013 Awesome man, it works! thanks a lot for the help, I searched for ages on documentation for this kind of stuff but couldn't find anything RE: Attaching lights to entities - Acies - 10-25-2013 Awesome! |