03-24-2013, 12:58 AM
I want to connect some ambient point lights to some candle objects, but while testing, I can see that the point lights are emitting light without being active.
(03-24-2013, 12:58 AM)eagledude4 Wrote: [ -> ]I want to connect some ambient point lights to some candle objects, but while testing, I can see that the point lights are emitting light without being active.
(03-24-2013, 05:43 AM)eagledude4 Wrote: [ -> ]I think I did all of that already. I'll see if I need to change the point light colour to all 0's, but I dont think that should effect a light that's inactive.
(03-24-2013, 05:47 AM)JustAnotherPlayer Wrote: [ -> ]Lights cannot de-activated.
That i know of.
(03-24-2013, 05:51 AM)eagledude4 Wrote: [ -> ](03-24-2013, 05:47 AM)JustAnotherPlayer Wrote: [ -> ]Lights cannot de-activated.
That i know of.
Then why would they give point lights an "active" checkbox?
SetLightVisible("PointLight_5", false);
(03-24-2013, 06:34 AM)eagledude4 Wrote: [ -> ]Thanks for that note. I successfully disabled the ambient light at the start using this:What do you mean?
Code:SetLightVisible("PointLight_5", false);
But I'm unsure of how to do the same thing with the callbackFunc box of the candle to enable the light.
SetLightVisible("PointLight_5", true)
(03-24-2013, 06:55 AM)eagledude4 Wrote: [ -> ]Putting
Code:SetLightVisible("PointLight_5", true)
in the candle's callbackfunc box doesnt do anything. What's the proper way to run that code when the candle becomes lit?
I don't want to add an onignite code for each light, and I'm prety sure I can just run the code through the candle entity.