Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Lantern power change
Tanshaydar Offline
From Beyond

Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation: 67
#21
RE: Lantern power change

You can import glowstick, that's not impossible since you can use same animations with lantern. However, if you put two pickable item as lantern and glowstick, they will activate same handobject eventually, because there is only one lantern.ho file associated with game.

05-26-2011, 11:54 AM
Website Find
DannieWest Offline
Member

Posts: 156
Threads: 13
Joined: Apr 2011
Reputation: 0
#22
RE: Lantern power change

Ooh, darn, I c ;o But oh well, suppose we'll call this one a dead end one maybe? :o
05-26-2011, 12:50 PM
Find
Tanshaydar Offline
From Beyond

Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation: 67
#23
RE: Lantern power change

My knowledge ends here. Maybe someone knows better.

05-26-2011, 12:57 PM
Website Find
DannieWest Offline
Member

Posts: 156
Threads: 13
Joined: Apr 2011
Reputation: 0
#24
RE: Lantern power change

I shall salute thy anyways for a splendid effort! -raises hand to forehead-
05-26-2011, 09:37 PM
Find
Apjjm Offline
Is easy to say

Posts: 496
Threads: 18
Joined: Apr 2011
Reputation: 52
#25
RE: Lantern power change

You can access "Player" as an entity through scripting - is there some way to do the same with the lantern? You may be able to find a work around if this is the case (You can certainly change the brightness in this case, making the model appear to change would be the challenge).
(This post was last modified: 05-26-2011, 11:11 PM by Apjjm.)
05-26-2011, 11:09 PM
Find
Tanshaydar Offline
From Beyond

Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation: 67
#26
RE: Lantern power change

void SetLanternActive(bool abX, bool abUseEffects);
bool GetLanternActive();
void SetLanternDisabled(bool abX);
void SetLanternLitCallback(string& asCallback);

Only ones are these. None of these could serve the purpose.

05-27-2011, 06:54 AM
Website Find
DannieWest Offline
Member

Posts: 156
Threads: 13
Joined: Apr 2011
Reputation: 0
#27
RE: Lantern power change

Just a small question, how do I remove the message on a door when it's unlocked? :o
05-27-2011, 09:36 AM
Find
Apjjm Offline
Is easy to say

Posts: 496
Threads: 18
Joined: Apr 2011
Reputation: 52
#28
RE: Lantern power change

(05-27-2011, 06:54 AM)Tanshaydar Wrote: void SetLanternActive(bool abX, bool abUseEffects);
bool GetLanternActive();
void SetLanternDisabled(bool abX);
void SetLanternLitCallback(string& asCallback);

Only ones are these. None of these could serve the purpose.

I was thinking of something along the lines of this:
void SetEntityLightVisible(string entity, string light, bool visible)
    {SetLightVisible(entity+"_"+light,visible);}
This works for stuff like candles. I was hoping "lantern" would be accessible like "Player" is as an actual entity. Then all one would need to do is activate a huge point-light to be the new brighter lamp. After testing to see if I can deactivate "PointLight_1" in the lantern, I don't think this is the case (unless the game's lamp config settings are making things hard to notice, or I have missed something).
05-27-2011, 01:53 PM
Find
jens Offline
Frictional Games

Posts: 4,093
Threads: 199
Joined: Apr 2006
Reputation: 202
#29
RE: Lantern power change

I am not sure about the lantern as it is a bit special, but normally you can change stuff like lights in entities by NameOfEntity_NameOfBodyWithLightAttached_NameOfLight if that was not what you already tried to do.
05-27-2011, 02:20 PM
Website Find
Tanshaydar Offline
From Beyond

Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation: 67
#30
RE: Lantern power change

Wow. That was incredible. I think there is a lot we need to know about HPL2 Smile

05-27-2011, 02:26 PM
Website Find




Users browsing this thread: 1 Guest(s)