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		| heyitsrobert97   Member
 
 Posts: 68
 Threads: 29
 Joined: Jan 2012
 Reputation: 
0
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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 |  |  
	
		| Tripication   Member
 
 Posts: 172
 Threads: 19
 Joined: Dec 2011
 Reputation: 
6
 | 
			| 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 "
 
  ![[Image: speedart__2___yoshimitsu_by_kamofudge-d4yo6kk.png]](http://fc06.deviantart.net/fs70/f/2012/125/c/d/speedart__2___yoshimitsu_by_kamofudge-d4yo6kk.png)  
				
(This post was last modified: 02-02-2012, 11:36 AM by Tripication.)
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	| 02-02-2012, 11:27 AM |  |  
	
		| heyitsrobert97   Member
 
 Posts: 68
 Threads: 29
 Joined: Jan 2012
 Reputation: 
0
 | 
			| 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 |  |  
	
		| Tripication   Member
 
 Posts: 172
 Threads: 19
 Joined: Dec 2011
 Reputation: 
6
 | 
			| 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 |  |  |