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Activating fog? + New question :) - flamez3 - 11-11-2011 I need to active some fog on a script, I've tried the SetEntityActive part but it hasn't seemed to work. Any help? New question: I'm trying to use the SetEntityPlayerLookAtCallback void OnStart() { SetEntityPlayerLookAtCallback("prisoner", "PrisonerLookAt", false); } void PrisonerLookAt(string &in asEntity, int alState) { if (alState == 1) { SetEntityActive("prisoner", false); PlaySoundAtEntity("", "enemy_hallucination_disappear.snt", "Player", 0, false); } } It loads fine, But when i look at the object it doesn't disappear RE: Activating fog? - Tanshaydar - 11-11-2011 Is it a particle? Particles cannot be activated through that code. Use "CreateParticleAtEntity" instead. RE: Activating fog? - flamez3 - 11-11-2011 (11-11-2011, 10:16 AM)Tanshaydar Wrote: Is it a particle?No it's from the editor on the left side. 10 down. "Fog Areas"? RE: Activating fog? - Khyrpa - 11-11-2011 SetFogActive(bool abActive); SetFogColor(float afR, float afG, float afB, float afA); SetFogProperties(float afStart, float afEnd, float afFalloffExp, bool abCulling); its for global fog then, but you can just deactivate it with scripts when there isnt need for it. RE: Activating fog? - flamez3 - 11-11-2011 (11-11-2011, 10:34 AM)Khyrpa Wrote: SetFogActive(bool abActive);I looked at those, but it's a global fog, I want to active like 3 on timed functions? RE: Activating fog? + New question :) - Khyrpa - 11-11-2011 I don't think you can really set separate fogs active... And fogs are overrated anyways! :u RE: Activating fog? + New question :) - flamez3 - 11-11-2011 (11-11-2011, 12:48 PM)Khyrpa Wrote: I don't think you can really set separate fogs active... And fogs are overrated anyways! :uDamn.... :V |