I did the ENTIRE thing.
Description: Switch a switch and one by one, the lights flicker on and have sounds. Hit the switch at anytime again to turn off.
Pros:
1.Don't have to edit switch scripts.
2.Only two no-need-to-edit scripts needed.
3.Any number of lights can be used.
4.Any naming system can be used.
5.Customixable sounds and flickering patterns.
Cons:
A little hard to set up, but way more easier that editing scripts per-light.
To set Up:
1.Set any switch in your level. (we will edit this later.)
2.Place Trigger zones anywhere in your level. (They will not affect playability. I recommend putting them under your lights for ease of use.)
2.A.Give them this script:
LightControl.fpi
3.Place yout lights where you want them in your level.
3.A.Make it DYNAMIC of coarse.
3.B.assign it this script:
Lightmain.fpi
3.C.Name them something ordered like "Light1","Light2",ect.
That is the Baisic setup. Here are the scripts:
lightcontrol.fpi
;Artificial Intelligence Script
;HeaderLightcontrol.fpi
desc = LightTimer Control
;Triggers
:state=0,activated=1:timerstart,state=1
:state=1,timergreater=2000:state=2,Activateifused=1
:state=2,activated=0:Activateifused=0,state=0
and lightmain.fpi
;Artificial Intelligence Script
;by Hybrid
;Header
desc = LightFlicker
;Triggers
:state=0:state=20,lightoff
:state=20,activated=1:state=1,timerstart
:state=1,timergreater=600:lighton,state=2,sound=audiobankuserblink.wav
:state=1,activated=0:state=0,lightoff,sound=audiobankuseroff.wav
:state=2,timergreater=650:lightoff,state=3
:state=2,activated=0:state=0,lightoff,sound=audiobankuseroff.wav
:state=3,timergreater=1200:lighton,state=4,sound=audiobankuserblink.wav
:state=3,activated=0:state=0,lightoff,sound=audiobankuseroff.wav
:state=4,timergreater=1300:lightoff,state=5
:state=4,activated=0:state=0,lightoff,sound=audiobankuseroff.wav
:state=5,timergreater=1400:lighton,state=6,sound=audiobankuserblink.wav
:state=5,activated=0:state=0,lightoff,sound=audiobankuseroff.wav
:state=6,timergreater=1550:lightoff,state=7
:state=6,activated=0:state=0,lightoff,sound=audiobankuseroff.wav
:state=7,timergreater=1600:lighton,state=8,sound=audiobankuserblink.wav
:state=7,activated=0:state=0,lightoff,sound=audiobankuseroff.wav
:state=8,timergreater=1800:lightoff,state=9
:state=8,activated=0:state=0,lightoff,sound=audiobankuseroff.wav
:state=9,timergreater=1900:lighton,state=10,sound=audiobankuserblink.wav
:state=9,activated=0:state=0,lightoff,sound=audiobankuseroff.wav
:state=10,timergreater=2000:lightoff,state=11
:state=10,activated=0:state=0,lightoff,sound=audiobankuseroff.wav
:state=11,timergreater=2050:lighton,state=12,sound=audiobankuserblink.wav
:state=11,activated=0:state=0,lightoff,sound=audiobankuseroff.wav
:state=12,activated=0:state=0,lightoff,sound=audiobankuseroff.wav
;End of Script
Now for the hard part:
Yout level should look something to the extent of this diagram:
1. This is your switch entity. Leave it alone. Set its IFUSED to the name of your first zone.
2.The zones. They should have the lightcontrol.fpi and be named with the same names as the light. EX. A light named Light1 is on top of Zone1, with the name Light1.
Set the IFUSED name in the zone to the name of your next zone. Leave the ifused in the last zone blank.
Can you now see the pattern? The switch makes the first zone and the first zone activate. This starts the timer in the control.fpi. After a time, the zone will cause the next zone and light to be activated, making a chain-reaction. This is why it is so customizable and easy to modify. You could have two lights start, then three, then one, it is up to you.
3.That should be it. I will post a tutorial video on the setup soon. More diagrams will help.
IT IS DONE, BUT IT IS HARD TO EXPLAIN!
ADDED:
This is the basic diagram of how the setop works and how the Ifused should be set up.
Ply, is how you managed to do it? I could not find a way to do it without seperate entities other than the lights.