10-02-2012, 06:02 PM
So, here's my problem. My CS is focused on realism, as a lot want. So, the place where this stove is, is in a place with a lot of dust. I want that the bonfire, when lit, casts a billboard too. So, in the level editor is impossible, but I thought of one thing:
So, instead using the tinderbox in a bonfire with a connected light that makes shadows (what I currently have), a tinderbox that when used would lit everything by script. I need more help on the "tinderbox + i" part, is where I get lost. I could make a callback for every single tinderbox, but I would have to name them all.
Do I need a "for" for this? Also, is this possible? The billboards are connected to the light and jens said in a thread that the billboard could be activated and deactivated (it's spelled this way?) by connecting a billboard to a light and then fasing the light off, so the billboards appeared when the light was connected.
I know this must be a bit hard, but I'm in need of help.
Code:
AddUseItemCallback("", "tinderbox" + i, "bonfire", "Lit_stove", true);
void Lit_stove(string &in asEntity, string &in asEntity)
{
FadeLightTo("Light", 1, 1, 1, 1, true); /////I think is something like that.
}
So, instead using the tinderbox in a bonfire with a connected light that makes shadows (what I currently have), a tinderbox that when used would lit everything by script. I need more help on the "tinderbox + i" part, is where I get lost. I could make a callback for every single tinderbox, but I would have to name them all.
Do I need a "for" for this? Also, is this possible? The billboards are connected to the light and jens said in a thread that the billboard could be activated and deactivated (it's spelled this way?) by connecting a billboard to a light and then fasing the light off, so the billboards appeared when the light was connected.
I know this must be a bit hard, but I'm in need of help.