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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