LulleBulle 
 
 
		
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Turning on lights when entering a scriptarea 
			 
			
				Could anyone tell me which code to use to turn on torches when entering a scriptarea (multiple torches)
			 
			
			
			
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	| 02-24-2012, 10:08 PM  | 
	
		
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		Obliviator27 
 
 
		
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RE: Turning on lights when entering a scriptarea 
			 
			
				SetLampLit. Use Indexes. 
 
Torch_1 
Torch_2 
Torch_3 
 
All will be turned on if you use 
Torch_* 
			 
			
			
 
			
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	| 02-24-2012, 10:09 PM  | 
	
		
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		LulleBulle 
 
 
		
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RE: Turning on lights when entering a scriptarea 
			 
			
				Thanks man   , although idk what to do next -.-  (02-24-2012, 10:09 PM)Obliviator27 Wrote:  SetLampLit. Use Indexes. 
 
Torch_1 
Torch_2 
Torch_3 
 
All will be turned on if you use 
Torch_* 
			 
			
			
			
				
(This post was last modified: 02-24-2012, 10:42 PM by LulleBulle.)
 
				
			 
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	| 02-24-2012, 10:13 PM  | 
	
		
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		LulleBulle 
 
 
		
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RE: Turning on lights when entering a scriptarea 
			 
			
				Someone mind telling me how to do this?   
			 
			
			
			
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	| 02-25-2012, 02:57 PM  | 
	
		
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		SilentStriker 
 
 
		
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RE: Turning on lights when entering a scriptarea 
			 
			
				To make all the lamps lit at the same time you use  
 
for(int x=1; x <= 3; x++) SetLampLit("torch_"+x, true, true); 
 
change the 3 to the amount of torches you have 
			 
			
			
 
			
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	| 02-25-2012, 03:10 PM  | 
	
		
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		LulleBulle 
 
 
		
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RE: Turning on lights when entering a scriptarea 
			 
			
				 (02-25-2012, 03:10 PM)SilentStriker Wrote:  To make all the lamps lit at the same time you use  
 
for(int x=1; x <= 3; x++) SetLampLit("torch_"+x, true, true); 
 
change the 3 to the amount of torches you have 
Yea but where do i put the script area?
			  
			
			
			
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	| 02-25-2012, 04:45 PM  | 
	
		
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		SilentStriker 
 
 
		
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RE: Turning on lights when entering a scriptarea 
			 
			
				Just put a script area where ever you want the lamps to be lit and use a AddEntityCollideCallback and then in the function you call you put the code i wrote 
			 
			
			
 
			
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	| 02-25-2012, 04:48 PM  | 
	
		
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		LulleBulle 
 
 
		
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RE: Turning on lights when entering a scriptarea 
			 
			
				 (02-25-2012, 04:48 PM)SilentStriker Wrote:  Just put a script area where ever you want the lamps to be lit and use a AddEntityCollideCallback and then in the function you call you put the code i wrote i tried this: 
 void OnStart() 
{ 
AddEntityCollideCallback("Player", "LightOn", "Lights", true, 1); 
} 
void Lights(string &in asParent, string &in asChild, int alState) 
{     
SetLampLit("torch_static01_*", true); 
}
 
It didn't work
			  
			
			
			
				
(This post was last modified: 02-25-2012, 05:13 PM by LulleBulle.)
 
				
			 
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	| 02-25-2012, 05:13 PM  | 
	
		
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		SilentStriker 
 
 
		
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RE: Turning on lights when entering a scriptarea 
			 
			
				 (02-25-2012, 05:13 PM)LulleBulle Wrote:   (02-25-2012, 04:48 PM)SilentStriker Wrote:  Just put a script area where ever you want the lamps to be lit and use a AddEntityCollideCallback and then in the function you call you put the code i wrote i tried this:  
 
void OnStart() 
{ 
AddEntityCollideCallback("Player", "LightOn", "Lights", true, 1); 
} 
void Lights(string &in asParent, string &in asChild, int alState) 
{     
SetLampLit("torch_static01_*", true); 
}
  
It didn't work because it should look like this
 void OnStart() 
{ 
AddEntityCollideCallback("Player", "LightOn", "Lights", true, 1); 
} 
void Lights(string &in asParent, string &in asChild, int alState) 
{     
for(int x=1; x <= 3; x++) SetLampLit("torch_static01_"+x, true, true); 
}
  
			 
			
			
 
			
				
(This post was last modified: 02-25-2012, 05:16 PM by SilentStriker.)
 
				
			 
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	| 02-25-2012, 05:15 PM  | 
	
		
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		LulleBulle 
 
 
		
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RE: Turning on lights when entering a scriptarea 
			 
			
				 (02-25-2012, 05:15 PM)SilentStriker Wrote:   (02-25-2012, 05:13 PM)LulleBulle Wrote:   (02-25-2012, 04:48 PM)SilentStriker Wrote:  Just put a script area where ever you want the lamps to be lit and use a AddEntityCollideCallback and then in the function you call you put the code i wrote i tried this:  
 
void OnStart() 
{ 
AddEntityCollideCallback("Player", "LightOn", "Lights", true, 1); 
} 
void Lights(string &in asParent, string &in asChild, int alState) 
{     
SetLampLit("torch_static01_*", true); 
}
  
It didn't work because it should look like this 
 
 
void OnStart() 
{ 
AddEntityCollideCallback("Player", "LightOn", "Lights", true, 1); 
} 
void Lights(string &in asParent, string &in asChild, int alState) 
{     
for(int x=1; x <= 3; x++) SetLampLit("torch_static01_"+x, true, true); 
}
  
Why can't I index the torches?
 
Also, it worked perfectly.
			  
			
			
			
				
(This post was last modified: 02-25-2012, 05:26 PM by LulleBulle.)
 
				
			 
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	| 02-25-2012, 05:21 PM  | 
	
		
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