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Lights on a custom enemy
MrBigzy Offline
Senior Member

Posts: 616
Threads: 18
Joined: Mar 2011
Reputation: 8
#7
RE: Lights on a custom enemy

(09-07-2011, 03:59 PM)jens Wrote: entityname_bonename_lightname should work to turn the light/on off with script.

example: if the monster is called MyMonster and the bone is NeckBone and the light is called "Light_1" SetLightActive (or whatever the script is named) should be SetLightActive("MyMonster_NeckBone_Light_1", false);

At least this is how it works when you attach stuff to bodies in entities, can't recall having tested it with bones though.
Actually I've been wondering, how far does this functionality go? Are you able to access the entity type properties, like the grunt's speed and such?
09-07-2011, 04:08 PM
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Messages In This Thread
Lights on a custom enemy - by ggstarfoxxie - 09-07-2011, 04:34 AM
RE: Lights on a custom enemy - by Tanshaydar - 09-07-2011, 03:10 PM
RE: Lights on a custom enemy - by MegaScience - 09-07-2011, 03:41 PM
RE: Lights on a custom enemy - by Tanshaydar - 09-07-2011, 03:44 PM
RE: Lights on a custom enemy - by MegaScience - 09-07-2011, 03:53 PM
RE: Lights on a custom enemy - by jens - 09-07-2011, 03:59 PM
RE: Lights on a custom enemy - by MrBigzy - 09-07-2011, 04:08 PM
RE: Lights on a custom enemy - by plutomaniac - 09-07-2011, 04:22 PM
RE: Lights on a custom enemy - by MrBigzy - 09-07-2011, 05:29 PM
RE: Lights on a custom enemy - by plutomaniac - 09-07-2011, 06:17 PM
RE: Lights on a custom enemy - by MrBigzy - 09-07-2011, 06:33 PM
RE: Lights on a custom enemy - by Tanshaydar - 09-07-2011, 04:38 PM



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