heyitsrobert97 
 
 
		
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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 
 
 
		
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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 
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	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
	
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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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