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FPSC Classic Scripts / Ambience Lighting Issues...

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RegieLad
14
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Joined: 28th May 2010
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Posted: 29th May 2010 06:02
Hey,
I've been trying to lower the ambience lighting on the entire level so I get a dark, creepy game. But it always defaults to 25. How would I go about fixing it so I can set it at 5? This is the code I've been using:

;Artificial Intelligence Script

;Header

desc = Set Ambience

;Triggers

:state=0:state=1
:state=1:ambience=5

;End of Script

Any help or tips would be awesome

"Fruit, good. Cake, great. Fruitcake, nasty crap." -Jim Gaffigan
CrescentMoon
14
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Joined: 28th Apr 2010
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Posted: 30th May 2010 00:18
go to the setup.fpi script in the game bank (under build game) and edit the ambience.

0 is high light
100 is very very very low light :x

[WIP] Paranorma Chapter 1, The Forgotten Inn
Level 1 - In Progress
RegieLad
14
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Joined: 28th May 2010
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Posted: 30th May 2010 05:53
I'm using the Free version

"Fruit, good. Cake, great. Fruitcake, nasty crap." -Jim Gaffigan
ctm
19
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Joined: 25th Feb 2005
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Posted: 30th May 2010 19:07
If you use the ambience action without setting the rgb colors nothing will happen.

The script should look like this:



Some weeks ago i made fun script for testlevels.
If you add it to a dynamic entity and go close to it you'll be able to change the ambience by using the page up and page down keys in 10 steps between 0 and 50. (script starts with ambience 25 as default):



And the same script with rawtext that tells you the current ambience level (requires fpsc v. 1.16):



hope that helps
RegieLad
14
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Joined: 28th May 2010
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Posted: 30th May 2010 21:08
Thanks ctm, but when I tried, it still didn't work... I used the first code you put, set the rgb to 255, the ambience to 5, but it still went to the default setting.... AGH

"Fruit, good. Cake, great. Fruitcake, nasty crap." -Jim Gaffigan
ctm
19
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Joined: 25th Feb 2005
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Posted: 31st May 2010 02:40
Quote: "it still didn't work... "

....and i am not realy surprised.

The scripts in fpsc dont work "global".
I realized that scripts in fpsc which dont have conditions in it which "trigger" actions often dont work if the player is to far away from the entity the script is attached to.
Make sure, that the entity to which you attach the script is set to dynamic.

Try to place the entity + script close to the start marker...or use the (tested) interactive versions i posted above.
RegieLad
14
Years of Service
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Joined: 28th May 2010
Location:
Posted: 31st May 2010 02:56
AH! Finally! It works! Haha many many thanks man

"Fruit, good. Cake, great. Fruitcake, nasty crap." -Jim Gaffigan

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