MacKetchup 
 
 
		
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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  | 
	
		
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		Romulator 
 
 
		
			Not Tech Support ;-) 
			
			
			
 
			
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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  | 
	
		
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		HumiliatioN 
 
 
		
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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” 
			
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	| 04-17-2014, 03:58 PM  | 
	
		
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		MacKetchup 
 
 
		
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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  | 
	
		
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		PutraenusAlivius 
 
 
		
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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  | 
	
		
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		MacKetchup 
 
 
		
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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   
			 
			
			
			
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	| 04-17-2014, 04:52 PM  | 
	
		
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