Straxedix
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Lights ^.^ (Fast answer :D)
Hii ^.^
i need help i wanna when player walk in area to all light's turn off so it's like this ???
AddEntityColideCallback("Player", "area2", "lightsdown", true, 1);
void SetLampLit("Light1", false, false);
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void SetLampLit(string& asName, bool abLit, bool abEffects);
(Un)lits a lamp.
asName - Name of the lamp
abLit - Set true if you want the lamp to be lit, set to false if you want the lamp to be unlit
abEffects - If you want to have the lamp fade in/out when it gets (un)lit
(This post was last modified: 03-22-2014, 01:17 PM by Straxedix.)
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03-22-2014, 01:16 PM |
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PutraenusAlivius
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RE: Lights ^.^ (Fast answer :D)
Yes, but without the void. And it should be in a callback function.
"Veni, vidi, vici."
"I came, I saw, I conquered."
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03-22-2014, 01:17 PM |
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Straxedix
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RE: Lights ^.^ (Fast answer :D)
SomethingRidiculous appears
Thanks man !
SO i set like this
AddEntityColideCallback("Player", "LightScript", "lightsdown", true, 1);
lightsdown("Torch1", false, false);
and it not works ?
and how to make when enter 1 area to turn off more then 1 light anyone know ?
and it say's expected identifer
(This post was last modified: 03-22-2014, 01:42 PM by Straxedix.)
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03-22-2014, 01:20 PM |
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DnALANGE
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RE: Lights ^.^ (Fast answer :D)
No,
You have to do it like this :
AddEntityColideCallback("Player", "LightScript", "lightsdown", true, 1);
void lightsdown(string &in asParent, string &in asChild, int alState)
{
SetLampLit("Torch1", false, false);
}
Try that, it should do what you want.
---
You do NOT have to say FAST ANWSER...
We Always help asap as we can, don't worry about that!
(This post was last modified: 03-22-2014, 01:59 PM by DnALANGE.)
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03-22-2014, 01:57 PM |
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Straxedix
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RE: Lights ^.^ (Fast answer :D)
yeah and how to make turn off many of them ?
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03-22-2014, 01:58 PM |
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DnALANGE
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RE: Lights ^.^ (Fast answer :D)
I guess you mean this :
void lightsdown(string &in asParent, string &in asChild, int alState)
{
SetLampLit("Torch1", false, false);
SetLampLit("Torch2", false, false);
SetLampLit("Torch3", false, false);
SetLampLit("Torch4", false, false);
SetLampLit("Torch5", false, false);
SetLampLit("Torch6", false, false);
SetLampLit("Torch7", false, false);
}
And so on, just add as how many you need\prefer.
(This post was last modified: 03-22-2014, 02:00 PM by DnALANGE.)
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03-22-2014, 02:00 PM |
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Straxedix
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RE: Lights ^.^ (Fast answer :D)
yeah it is thanks
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03-22-2014, 02:22 PM |
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DnALANGE
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RE: Lights ^.^ (Fast answer :D)
Just a hint for you :
SetLampLit("Torch7", false, false);
The second false is for FADING the lights.
It gives a bit more of a realistic look.
so false,false = off inmidiatly
and false,true = fade the light to off.
(This post was last modified: 03-22-2014, 02:36 PM by DnALANGE.)
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03-22-2014, 02:31 PM |
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Straxedix
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RE: Lights ^.^ (Fast answer :D)
I know that
And i need just 6 so ^.^
And pls reply to my next thread i made in a min
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03-22-2014, 03:12 PM |
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PutraenusAlivius
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RE: Lights ^.^ (Fast answer :D)
(03-22-2014, 02:00 PM)DnALANGE Wrote: I guess you mean this :
void lightsdown(string &in asParent, string &in asChild, int alState)
{
SetLampLit("Torch1", false, false);
SetLampLit("Torch2", false, false);
SetLampLit("Torch3", false, false);
SetLampLit("Torch4", false, false);
SetLampLit("Torch5", false, false);
SetLampLit("Torch6", false, false);
SetLampLit("Torch7", false, false);
}
And so on, just add as how many you need\prefer.
It's easier to do name it (in the Level Editor) Torch_1, Torch_2 and so on so that instead of 6 same function you could just write:
SetLampLit("Torch_*", false, true);
It's easier, cleaner and more efficient that way.
"Veni, vidi, vici."
"I came, I saw, I conquered."
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03-23-2014, 01:35 AM |
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