[solved] Turning lights red then fade - 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 (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: [solved] Turning lights red then fade (/thread-7005.html) |
[solved] Turning lights red then fade - Danny Boy - 03-22-2011 i there how can i make some lights (incloding lamps) to turn to red then fade? RE: Turning lights red then fade - Viperdream - 03-22-2011 Do you mean Light or lamp entities? If it's a light then you can do this: Code: FadeLightTo(string& asLightName, float afR, float afG, float afB, float afA, float afRadius, float afTime) To turn them back, do the same but then another number. To turn them of, do this Code: SetLightVisible(string& asLightName, bool abVisible); I don't know what to do with the lamps. There's a red lamp, you could do something with the SetEntityActive script and place 2 of those on eachother. But for other lamps, I really don't know RE: Turning lights red then fade - Danny Boy - 03-23-2011 i kinda meant both but sorry if i didn't write that very well (03-23-2011, 01:01 AM)Danarogon Wrote: i kinda meant both but sorry if i didn't write that very well oh c*** sorry didn't saw the lower part of the comment =/ oh well i hope i can find a way... RE: Turning lights red then fade - Danny Boy - 03-23-2011 i think i have a problem... a poit light that was supossed tp be unactive well is geting "activated" wend i want =/ because it is already turned on.... i don't undestand... RE: Turning lights red then fade - Viperdream - 03-23-2011 Putting SetLightVisible("point_light", false); At void OnStart() works for me RE: Turning lights red then fade - MrBigzy - 03-23-2011 Yea, even if you default them as unactive, I think they activate when the map loads anyway. RE: Turning lights red then fade - Danny Boy - 03-23-2011 oh i get thanks |