(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).