Script For Activating Point Lights? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Script For Activating Point Lights? (/thread-21396.html) |
Script For Activating Point Lights? - FurtherGames - 05-04-2013 Are there any script codes to activate a point light once the player has collided with a script area? RE: Script For Activating Point Lights? - FurtherGames - 05-04-2013 (05-04-2013, 05:47 PM)Robosprog Wrote: http://wiki.frictionalgames.com/hpl2/amnesia/script_functions Yeah... I used the "void SetLightVisible(string& asLightName, bool abVisible);" command, but it doesn't work. RE: Script For Activating Point Lights? - CarnivorousJelly - 05-04-2013 (05-04-2013, 05:57 PM)FurtherGames Wrote:(05-04-2013, 05:47 PM)Robosprog Wrote: http://wiki.frictionalgames.com/hpl2/amnesia/script_functions Make sure you typed in in correctly. If it's still not working, try this: Keep all the lights active with a radius of 0 and use this function to change the radius to what you want: Code: FadeLightTo(string& asLightName, float afR, float afG, float afB, float afA, float afRadius, float afTime); float afR = value you have on the red slider, with a decimal (eg 1.0f) float afG = same as above but for green float afB = same as above but for blue float afA = same as above but for alpha float afRadius = the you want your pointlight to change to (eg 3.0f) float afTime = time, in seconds, for the change to take place (1.0f is 1 second) RE: Script For Activating Point Lights? - FurtherGames - 05-04-2013 (05-04-2013, 06:04 PM)Kiandra Wrote:(05-04-2013, 05:57 PM)FurtherGames Wrote:(05-04-2013, 05:47 PM)Robosprog Wrote: http://wiki.frictionalgames.com/hpl2/amnesia/script_functions Do you use "SetEntityActive for lamps/candle sticks? RE: Script For Activating Point Lights? - CarnivorousJelly - 05-04-2013 No, you would use SetLampLit(string& asName, bool abLit, bool abEffects); Unless you want the lamps to appear out of nowhere. Then SetEntityActive would be appropriate (for future reference, its what you would use to spawn the enemies) RE: Script For Activating Point Lights? - FurtherGames - 05-04-2013 (05-04-2013, 06:13 PM)Kiandra Wrote: No, you would use Yeah, I thought so. I have one other question. Is there a way to change the colour of a point light? When you are changing the colour in the editor you can use the sliders? RE: Script For Activating Point Lights? - CarnivorousJelly - 05-04-2013 (05-04-2013, 06:19 PM)FurtherGames Wrote:(05-04-2013, 06:13 PM)Kiandra Wrote: No, you would use In the level editor: moving the sliders or typing in the exact value works In script: FadeLightTo and change the afR, afG and afB values to something other than what you have in game I used it on one of my maps to change the time of day: Code: if (GetGlobalVarInt("NightTriggered") == 0) And it keeps going and going all the way up to pointlight 30/spotlight 8 I would make a small room off to the side (disconnected from your map) to test the new light colours in. Just use the same static object set the rest of your map uses to ensure the colours look good. |