03-22-2011, 11:23 PM
03-22-2011, 11:29 PM
Do you mean Light or lamp entities?
If it's a light then you can do this:
To turn them back, do the same but then another number. To turn them of, do this
I don't know what to do with the lamps. There's a red lamp, you could do something with the SetEntityActive script and place 2 of those on eachother. But for other lamps, I really don't know
If it's a light then you can do this:
Code:
FadeLightTo(string& asLightName, float afR, float afG, float afB, float afA, float afRadius, float afTime)
Example:
FadeLightTo("SpotLight_1", 1, 0, 0, 1, 5, 0.4);
To turn them back, do the same but then another number. To turn them of, do this
Code:
SetLightVisible(string& asLightName, bool abVisible);
Example:
SetLightVisible("SpotLight_1", false);
I don't know what to do with the lamps. There's a red lamp, you could do something with the SetEntityActive script and place 2 of those on eachother. But for other lamps, I really don't know
03-23-2011, 01:01 AM
i kinda meant both but sorry if i didn't write that very well
oh c*** sorry didn't saw the lower part of the comment =/ oh well i hope i can find a way...
(03-23-2011, 01:01 AM)Danarogon Wrote: [ -> ]i kinda meant both but sorry if i didn't write that very well
oh c*** sorry didn't saw the lower part of the comment =/ oh well i hope i can find a way...
03-23-2011, 05:15 PM
i think i have a problem... a poit light that was supossed tp be unactive well is geting "activated" wend i want =/ because it is already turned on.... i don't undestand...
03-23-2011, 06:45 PM
Putting
SetLightVisible("point_light", false);
At void OnStart() works for me
SetLightVisible("point_light", false);
At void OnStart() works for me
03-23-2011, 06:49 PM
Yea, even if you default them as unactive, I think they activate when the map loads anyway.
03-23-2011, 07:08 PM
oh i get thanks