[SCRIPT] Lights ^.^ (Fast answer :D) - 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: [SCRIPT] Lights ^.^ (Fast answer :D) (/thread-24902.html) Pages:
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Lights ^.^ (Fast answer :D) - Straxedix - 03-22-2014 Hii ^.^ i need help i wanna when player walk in area to all light's turn off so it's like this ??? AddEntityColideCallback("Player", "area2", "lightsdown", true, 1); void SetLampLit("Light1", false, false); ---------------------------------------------------------------------- void SetLampLit(string& asName, bool abLit, bool abEffects); (Un)lits a lamp. asName - Name of the lamp abLit - Set true if you want the lamp to be lit, set to false if you want the lamp to be unlit abEffects - If you want to have the lamp fade in/out when it gets (un)lit RE: Lights ^.^ (Fast answer :D) - PutraenusAlivius - 03-22-2014 Yes, but without the void. And it should be in a callback function. RE: Lights ^.^ (Fast answer :D) - Straxedix - 03-22-2014 SomethingRidiculous appears Thanks man ! SO i set like this AddEntityColideCallback("Player", "LightScript", "lightsdown", true, 1); lightsdown("Torch1", false, false); and it not works ? and how to make when enter 1 area to turn off more then 1 light anyone know ? and it say's expected identifer RE: Lights ^.^ (Fast answer :D) - DnALANGE - 03-22-2014 No, You have to do it like this : AddEntityColideCallback("Player", "LightScript", "lightsdown", true, 1); void lightsdown(string &in asParent, string &in asChild, int alState) { SetLampLit("Torch1", false, false); } Try that, it should do what you want. --- You do NOT have to say FAST ANWSER... We Always help asap as we can, don't worry about that! RE: Lights ^.^ (Fast answer :D) - Straxedix - 03-22-2014 yeah and how to make turn off many of them ? RE: Lights ^.^ (Fast answer :D) - DnALANGE - 03-22-2014 I guess you mean this : void lightsdown(string &in asParent, string &in asChild, int alState) { SetLampLit("Torch1", false, false); SetLampLit("Torch2", false, false); SetLampLit("Torch3", false, false); SetLampLit("Torch4", false, false); SetLampLit("Torch5", false, false); SetLampLit("Torch6", false, false); SetLampLit("Torch7", false, false); } And so on, just add as how many you need\prefer. RE: Lights ^.^ (Fast answer :D) - Straxedix - 03-22-2014 yeah it is thanks RE: Lights ^.^ (Fast answer :D) - DnALANGE - 03-22-2014 Just a hint for you : SetLampLit("Torch7", false, false); The second false is for FADING the lights. It gives a bit more of a realistic look. so false,false = off inmidiatly and false,true = fade the light to off. RE: Lights ^.^ (Fast answer :D) - Straxedix - 03-22-2014 I know that And i need just 6 so ^.^ And pls reply to my next thread i made in a min RE: Lights ^.^ (Fast answer :D) - PutraenusAlivius - 03-23-2014 (03-22-2014, 02:00 PM)DnALANGE Wrote: I guess you mean this : It's easier to do name it (in the Level Editor) Torch_1, Torch_2 and so on so that instead of 6 same function you could just write: PHP Code: SetLampLit("Torch_*", false, true); It's easier, cleaner and more efficient that way. |