(05-29-2011, 06:08 PM)DannieWest Wrote: (05-27-2011, 01:53 PM)Apjjm Wrote: I was thinking of something along the lines of this:
void SetEntityLightVisible(string entity, string light, bool visible)
{SetLightVisible(entity+"_"+light,visible);}
So basicly, I would be able to script so that when I pick up the lantern, I remove the old one (so there won't be 2 in the inventory) and then just increase the "light power" on the lantern? :o
And sorry bout this lil nooby question, but how do I remove the message from a door when I've used the key on it? >.<
Well, it would work if you can access the lantern in that way - i tested it a little and couldn't get it to work but you might have better luck.
Removing the message can be done simply by running an if-statement check to see if the door is locked before showing the message? You may or may not need to add a variable to track the state of the door depending on your situation.