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Model Editor Help Attaching lights to entities
Acies Offline
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Posts: 1,643
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#2
RE: Attaching lights to entities

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. :]

[Image: mZiYnxe.png]


(This post was last modified: 10-23-2013, 09:03 PM by Acies.)
10-23-2013, 09:01 PM
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Messages In This Thread
Attaching lights to entities - by HugoLafisques - 10-23-2013, 03:14 PM
RE: Attaching lights to entities - by Acies - 10-23-2013, 09:01 PM
RE: Attaching lights to entities - by Acies - 10-24-2013, 06:41 PM
RE: Attaching lights to entities - by Acies - 10-25-2013, 09:07 PM



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