[Answered]Lights - 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: [Answered]Lights (/thread-28185.html) |
[Answered]Lights - Catalyst - 12-21-2014 Hello guys, I have a little problem with lights. These lights are thunderlights and I had set a option to light at flicker and to play sound of thunder at him. So I made at Onleave option to set spot light visible - false, but light and sounds still remains when I return to this level where lightning are active from previous where atmosphere is after rain. There is the script that I made to set these lights inactive: void OnLeave() { SetLightVisible("SpotLight_1", false); SetLightVisible("SpotLight_2", false); SetLightVisible("SpotLight_3", false); SetLightVisible("SpotLight_4", false); SetLightVisible("SpotLight_5", false); SetLightVisible("SpotLight_6", false); SetLightVisible("SpotLight_7", false); SetLightVisible("SpotLight_8", false); SetLightVisible("SpotLight_9", false); SetLightVisible("SpotLight_10", false); SetLightVisible("SpotLight_11", false); SetLightVisible("BoxLight_1", true); SetEntityActive("AreaLockDoor", true); } Looks that lights are turned off, but sounds on flicker persists.Maybe there exist another script command for a SpotLight Type or for flicker? Thank for your wiewing RE: Lights - Newsman Waterpaper - 12-21-2014 SetLightFlickerActive(string& asLightName, bool abActive); might solve your problem. RE: Lights - Catalyst - 12-21-2014 Thank you bro, really helped poor newbie have a rep |