heyitsrobert97
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Joined: Jan 2012
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Enabling Point Light when enter script area
I created a script where in a dark room when u enter the script area a firewood entity lights and a body appears on top of it. the script itself works but the fire doesn't give off much light. i put a point light above it, set it to inactive, and put in
SetLightVisible(string& asLightName, bool abVisible);
into the script but when i go there the light is still visible even before i enter the script area.
{
AddEntityCollideCallback("Player", "fireplacescare", "scare_fire", true, 1);
}
void scare_fire(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("firescare", true);
SetEntityActive("firebody", true);
SetLightVisible("firescarelight, 1);
PlaySoundAtEntity("", "scare_wall_stomp.snt", "Player", 0, false);
GiveSanityDamage(10.0f, false);
}
any idea on how to fix this?
i tryed to attach prop to fire but the light is still there the same as before and doesn't change when i enter the area.
Thank You
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02-02-2012, 11:25 AM |
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Tripication
Member
Posts: 172
Threads: 19
Joined: Dec 2011
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6
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RE: Enabling Point Light when enter script area
{
SetLightVisible("firescarelight, false);
AddEntityCollideCallback("Player", "fireplacescare", "scare_fire", true, 1);
}
void scare_fire(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("firescare", true);
SetEntityActive("firebody", true);
SetLightVisible("firescarelight, true);
PlaySoundAtEntity("", "scare_wall_stomp.snt", "Player", 0, false);
GiveSanityDamage(10.0f, false);
}
Its a bool, bool is true/false
If that doesn't work then i dunno, im having a rest after finishing outskirts
oh, also
void OnStart
{
SetLightVisible("firescarelight", false);
AddEntityCollideCallback("Player", "fireplacescare", "scare_fire", true, 1);
}
void scare_fire(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("firescare", true);
SetEntityActive("firebody", true);
SetLightVisible("firescarelight", true);
PlaySoundAtEntity("", "scare_wall_stomp.snt", "Player", 0, false);
GiveSanityDamage(10.0f, false);
}
need these "
(This post was last modified: 02-02-2012, 11:36 AM by Tripication.)
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02-02-2012, 11:27 AM |
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heyitsrobert97
Member
Posts: 68
Threads: 29
Joined: Jan 2012
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RE: Enabling Point Light when enter script area
(02-02-2012, 11:27 AM)Tripication Wrote: {
SetLightVisible("firescarelight, false);
AddEntityCollideCallback("Player", "fireplacescare", "scare_fire", true, 1);
}
void scare_fire(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("firescare", true);
SetEntityActive("firebody", true);
SetLightVisible("firescarelight, true);
PlaySoundAtEntity("", "scare_wall_stomp.snt", "Player", 0, false);
GiveSanityDamage(10.0f, false);
}
Its a bool, bool is true/false
If that doesn't work then i dunno, im having a rest after finishing outskirts
oh, also
void OnStart
{
SetLightVisible("firescarelight", false);
AddEntityCollideCallback("Player", "fireplacescare", "scare_fire", true, 1);
}
void scare_fire(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("firescare", true);
SetEntityActive("firebody", true);
SetLightVisible("firescarelight", true);
PlaySoundAtEntity("", "scare_wall_stomp.snt", "Player", 0, false);
GiveSanityDamage(10.0f, false);
}
need these " Thanks And I'm Downloading Your Custom Story Now It Looks Good
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02-02-2012, 11:38 AM |
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Tripication
Member
Posts: 172
Threads: 19
Joined: Dec 2011
Reputation:
6
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RE: Enabling Point Light when enter script area
lol, dont be dissapointed when its not. and no probs
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02-02-2012, 11:41 AM |
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