Code:
void OnEnter()
{
//////Time Transition//////
if (GetGlobalVarInt("NightTriggered") == 0)
{
/////////////LIGHTS///////////
FadeLightTo("PointLight_1", 0.017f, 0.060f, 0.092f, 0.010f, 2.50f, 180.0f);
FadeLightTo("PointLight_2", 0.017f, 0.060f, 0.092f, 0.010f, 2.50f, 180.0f);
FadeLightTo("PointLight_3", 0.053f, 0.058f, 0.071f, 0.150f, 4.50f, 180.0f);
FadeLightTo("PointLight_4", 0.000f, 0.000f, 0.000f, 0.150f, 6.00f, 180.0f);
FadeLightTo("PointLight_5", 0.000f, 0.000f, 0.000f, 0.150f, 6.00f, 180.0f);
FadeLightTo("PointLight_6", 0.053f, 0.058f, 0.071f, 0.350f, 4.50f, 180.0f);
FadeLightTo("PointLight_7", 0.053f, 0.058f, 0.071f, 0.350f, 2.50f, 180.0f);
FadeLightTo("PointLight_8", 0.053f, 0.058f, 0.071f, 0.350f, 3.50f, 180.0f);
FadeLightTo("PointLight_9", 0.000f, 0.000f, 0.000f, 0.350f, 6.00f, 180.0f);
FadeLightTo("PointLight_10", 0.053f, 0.058f, 0.071f, 0.350f, 4.50f, 180.0f);
FadeLightTo("PointLight_11", 0.017f, 0.060f, 0.092f, 0.350f, 2.50f, 180.0f);
FadeLightTo("PointLight_12", 0.000f, 0.000f, 0.000f, 0.350f, 4.00f, 180.0f);
FadeLightTo("PointLight_13", 0.000f, 0.000f, 0.000f, 0.350f, 6.00f, 180.0f);
FadeLightTo("PointLight_14", 0.000f, 0.000f, 0.000f, 0.350f, 6.00f, 180.0f);
FadeLightTo("PointLight_15", 0.053f, 0.058f, 0.071f, 0.150f, 4.50f, 180.0f);
FadeLightTo("PointLight_16", 0.053f, 0.058f, 0.071f, 0.150f, 3.50f, 180.0f);
FadeLightTo("PointLight_17", 0.000f, 0.000f, 0.000f, 0.350f, 5.50f, 180.0f);
FadeLightTo("PointLight_18", 0.053f, 0.058f, 0.071f, 0.000f, 2.50f, 180.0f);
FadeLightTo("PointLight_19", 0.000f, 0.000f, 0.000f, 0.150f, 4.50f, 180.0f);
FadeLightTo("PointLight_21", 0.000f, 0.000f, 0.000f, 0.150f, 4.00f, 180.0f);
FadeLightTo("PointLight_22", 0.000f, 0.000f, 0.000f, 0.350f, 6.00f, 180.0f);
FadeLightTo("PointLight_23", 0.053f, 0.058f, 0.071f, 0.350f, 3.50f, 180.0f);
FadeLightTo("PointLight_24", 0.053f, 0.058f, 0.071f, 0.350f, 3.50f, 180.0f);
FadeLightTo("PointLight_25", 0.000f, 0.000f, 0.000f, 0.150f, 6.00f, 180.0f);
FadeLightTo("PointLight_26", 0.053f, 0.058f, 0.071f, 0.150f, 4.50f, 180.0f);
FadeLightTo("PointLight_27", 0.017f, 0.060f, 0.092f, 0.010f, 2.50f, 180.0f);
FadeLightTo("PointLight_28", 0.053f, 0.058f, 0.071f, 0.350f, 3.50f, 180.0f);
FadeLightTo("PointLight_29", 0.053f, 0.058f, 0.071f, 0.350f, 4.50f, 180.0f);
FadeLightTo("Billboard Light", 0.053f, 0.058f, 0.071f, 0.500f, 0.25f, 180.0f);
FadeLightTo("SpotLight_2", 0.061f, 0.082f, 0.106f, 0.000f, 5.50f, 180.0f);
FadeLightTo("SpotLight_4", 0.122f, 0.165f, 0.211f, 0.000f, 8.50f, 180.0f);
FadeLightTo("SpotLight_5", 0.122f, 0.165f, 0.211f, 0.000f, 8.50f, 180.0f);
FadeLightTo("SpotLight_6", 0.122f, 0.165f, 0.211f, 0.000f, 8.50f, 180.0f);
FadeLightTo("SpotLight_7", 0.122f, 0.165f, 0.211f, 0.000f, 8.50f, 180.0f);
FadeLightTo("SpotLight_9", 0.122f, 0.165f, 0.211f, 0.000f, 8.50f, 180.0f);
AddTimer("OldParticles", 45.0f, "timer_removeparticles");
}
if (GetGlobalVarInt("NightTriggered") == 1)
{
FadeLightTo("PointLight_1", 0.017f, 0.060f, 0.092f, 0.010f, 2.50f, 180.0f);
FadeLightTo("PointLight_2", 0.017f, 0.060f, 0.092f, 0.010f, 2.50f, 180.0f);
FadeLightTo("PointLight_3", 0.053f, 0.058f, 0.071f, 0.150f, 4.50f, 180.0f);
FadeLightTo("PointLight_4", 0.000f, 0.000f, 0.000f, 0.150f, 6.00f, 180.0f);
FadeLightTo("PointLight_5", 0.000f, 0.000f, 0.000f, 0.150f, 6.00f, 180.0f);
FadeLightTo("PointLight_6", 0.053f, 0.058f, 0.071f, 0.350f, 4.50f, 180.0f);
FadeLightTo("PointLight_7", 0.053f, 0.058f, 0.071f, 0.350f, 2.50f, 180.0f);
FadeLightTo("PointLight_8", 0.053f, 0.058f, 0.071f, 0.350f, 3.50f, 180.0f);
FadeLightTo("PointLight_9", 0.000f, 0.000f, 0.000f, 0.350f, 6.00f, 180.0f);
FadeLightTo("PointLight_10", 0.053f, 0.058f, 0.071f, 0.350f, 4.50f, 180.0f);
FadeLightTo("PointLight_11", 0.017f, 0.060f, 0.092f, 0.350f, 2.50f, 180.0f);
FadeLightTo("PointLight_12", 0.000f, 0.000f, 0.000f, 0.350f, 4.00f, 180.0f);
FadeLightTo("PointLight_13", 0.000f, 0.000f, 0.000f, 0.350f, 6.00f, 180.0f);
FadeLightTo("PointLight_14", 0.000f, 0.000f, 0.000f, 0.350f, 6.00f, 180.0f);
FadeLightTo("PointLight_15", 0.053f, 0.058f, 0.071f, 0.150f, 4.50f, 180.0f);
FadeLightTo("PointLight_16", 0.053f, 0.058f, 0.071f, 0.150f, 3.50f, 180.0f);
FadeLightTo("PointLight_17", 0.000f, 0.000f, 0.000f, 0.350f, 5.50f, 180.0f);
FadeLightTo("PointLight_18", 0.053f, 0.058f, 0.071f, 0.000f, 2.50f, 180.0f);
FadeLightTo("PointLight_19", 0.000f, 0.000f, 0.000f, 0.150f, 4.50f, 180.0f);
FadeLightTo("PointLight_21", 0.000f, 0.000f, 0.000f, 0.150f, 4.00f, 180.0f);
FadeLightTo("PointLight_22", 0.000f, 0.000f, 0.000f, 0.350f, 6.00f, 180.0f);
FadeLightTo("PointLight_23", 0.053f, 0.058f, 0.071f, 0.350f, 3.50f, 180.0f);
FadeLightTo("PointLight_24", 0.053f, 0.058f, 0.071f, 0.350f, 3.50f, 180.0f);
FadeLightTo("PointLight_25", 0.000f, 0.000f, 0.000f, 0.150f, 6.00f, 180.0f);
FadeLightTo("PointLight_26", 0.053f, 0.058f, 0.071f, 0.150f, 4.50f, 180.0f);
FadeLightTo("PointLight_27", 0.017f, 0.060f, 0.092f, 0.010f, 2.50f, 180.0f);
FadeLightTo("PointLight_28", 0.053f, 0.058f, 0.071f, 0.350f, 3.50f, 180.0f);
FadeLightTo("PointLight_29", 0.053f, 0.058f, 0.071f, 0.350f, 4.50f, 180.0f);
FadeLightTo("Billboard Light", 0.053f, 0.058f, 0.071f, 0.500f, 0.25f, 180.0f);
FadeLightTo("SpotLight_2", 0.061f, 0.082f, 0.106f, 0.000f, 5.50f, 180.0f);
FadeLightTo("SpotLight_4", 0.122f, 0.165f, 0.211f, 0.000f, 8.50f, 180.0f);
FadeLightTo("SpotLight_5", 0.122f, 0.165f, 0.211f, 0.000f, 8.50f, 180.0f);
FadeLightTo("SpotLight_6", 0.122f, 0.165f, 0.211f, 0.000f, 8.50f, 180.0f);
FadeLightTo("SpotLight_7", 0.122f, 0.165f, 0.211f, 0.000f, 8.50f, 180.0f);
FadeLightTo("SpotLight_9", 0.122f, 0.165f, 0.211f, 0.000f, 8.50f, 180.0f);
}
}
The variables are for a playable map that the player can re-enter multiple times (hence the two light changes and the Global Variables). The first half (for NightTriggered == 0), the transition is set to take place over 3 minutes.
You would have to replace the names of lights with the ones in your map and make sure they correspond appropriately. The script I used was:
afRadius - radius of the light. -1 means keeping the radius
Make sure the light connected to your billboards has a radius larger than 0 or they'll disappear. It helps to connect all your billboards to the same light - they should be the same colour anyways - because the lights are easier to keep track of. I found using the search tool (CTRL + F) in the level editor to find all the lights is really useful.