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		| MacKetchup   Junior Member
 
 Posts: 25
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			| Lights , cant get them to activate (noob) 
 
				AddEntityCollideCallback("Player", "ScriptArea_5", "Light", true , 1);
 void Light(string &in asEntity)
 {
 SetEntityActive("torch_floor_1", true);
 SetEntityActive("torch_floor_2", true);
 SetEntityActive("torch_floor_3", true);
 SetEntityActive("torch_floor_4", true);
 }
 
 Thanks on beforehand
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	| 04-17-2014, 03:39 PM |  |  
	
		| Romulator   Not Tech Support ;-)
 
 Posts: 3,628
 Threads: 63
 Joined: Jan 2013
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195
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			| RE: Lights , cant get them to activate (noob) 
 
				Assuming this is all your code? 
If so, then just put the AddEntityCollideCallback in an OnStart() subroutine.
 void OnStart(){
 AddEntityCollideCallback("Player", "ScriptArea_5", "Light", true, 1);
 }
 
 void Light(string &in asEntity)
 {
 SetEntityActive("torch_floor_1", true);
 SetEntityActive("torch_floor_2", true);
 SetEntityActive("torch_floor_3", true);
 SetEntityActive("torch_floor_4", true);
 }
 
 Discord: Romulator#0001
![[Image: 3f6f01a904.png]](https://puu.sh/zOxJg/3f6f01a904.png) 
				
(This post was last modified: 04-17-2014, 03:56 PM by Romulator.)
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	| 04-17-2014, 03:55 PM |  |  
	
		| HumiliatioN   Posting Freak
 
 Posts: 1,179
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 Joined: Dec 2010
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18
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			| RE: Lights , cant get them to activate (noob) 
 
				 (04-17-2014, 03:39 PM)MacKetchup Wrote:  AddEntityCollideCallback("Player", "ScriptArea_5", "Light", true , 1);
 void Light(string &in asEntity)
 {
 SetEntityActive("torch_floor_1", true);
 SetEntityActive("torch_floor_2", true);
 SetEntityActive("torch_floor_3", true);
 SetEntityActive("torch_floor_4", true);
 }
 
 Thanks on beforehand
 
Let me fix that for you:
 
AddEntityCollideCallback("Player", "ScriptArea_5", "Light", true, 1);
 
void Light(string &in asParent, string &in asChild, int alState) 
{ 
SetLampLit("torch_floor_1", true, true); 
SetLampLit("torch_floor_2", true, true); 
SetLampLit("torch_floor_3", true, true); 
SetLampLit("torch_floor_4", true, true); 
}
 
You are using wrong function and wrong commands to make the lamps lit.
 
This should work.
			 
 “Life is a game, play it” |  |  
	| 04-17-2014, 03:58 PM |  |  
	
		| MacKetchup   Junior Member
 
 Posts: 25
 Threads: 10
 Joined: Apr 2013
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			| RE: Lights , cant get them to activate (noob) 
 
				 (04-17-2014, 03:58 PM)HumiliatioN Wrote:   (04-17-2014, 03:39 PM)MacKetchup Wrote:  AddEntityCollideCallback("Player", "ScriptArea_5", "Light", true , 1);
 void Light(string &in asEntity)
 {
 SetEntityActive("torch_floor_1", true);
 SetEntityActive("torch_floor_2", true);
 SetEntityActive("torch_floor_3", true);
 SetEntityActive("torch_floor_4", true);
 }
 
 Thanks on beforehand
 Let me fix that for you:
 
 AddEntityCollideCallback("Player", "ScriptArea_5", "Light", true, 1);
 
 void Light(string &in asParent, string &in asChild, int alState)
 {
 SetLampLit("torch_floor_1", true, true);
 SetLampLit("torch_floor_2", true, true);
 SetLampLit("torch_floor_3", true, true);
 SetLampLit("torch_floor_4", true, true);
 }
 
 You are using wrong function and wrong commands to make the lamps lit.
 
 This should work.
 
Thanks for the help    appreciate the fast help
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	| 04-17-2014, 03:59 PM |  |  
	
		| PutraenusAlivius   Posting Freak
 
 Posts: 4,713
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119
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			| RE: Lights , cant get them to activate (noob) 
 
				Just use "torch_floor_*" for the first SetLampLit argument. Naming them all individually is more tedious (if they all had the same name).
			 
 "Veni, vidi, vici.""I came, I saw, I conquered."
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	| 04-17-2014, 04:22 PM |  |  
	
		| MacKetchup   Junior Member
 
 Posts: 25
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 Joined: Apr 2013
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0
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			| RE: Lights , cant get them to activate (noob) 
 
				 (04-17-2014, 04:22 PM)SomethingRidiculous Wrote:  Just use "torch_floor_*" for the first SetLampLit argument. Naming them all individually is more tedious (if they all had the same name). 
Thanks. This is useful if i use a larger amount of torches as for this case    |  |  
	| 04-17-2014, 04:52 PM |  |  |