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FPSC Classic Scripts / 24 lightmarkers that need to be destroyed?

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bruce3371
14
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Joined: 4th Aug 2010
Location: Englishland
Posted: 3rd Oct 2012 19:27 Edited at: 3rd Oct 2012 19:39
I have 24 light markers in a level, all of which need to be destroyed, along with the dynamic entities that they're placed above.

The dynamic entities all have illumination maps, and glow quite brightly. So I placed small radius light markers above them, to project circles of light on the ceiling above the glowing entities.

These same glowing entities are then destroyed sequentially as part of a cascading explosion. Now obviously, if those entities are destroyed, it would look stupid to leave the circles of light on the ceiling above where they used to be. So I need to find a way of destroying the light markers as well.

However, the problem is, I'm aware that you can only have so many dynamic light markers in one map. So you can see my problem; how do I have as many as 24 light markers that can all be destroyed, in the same map?

Any help, or suggestions would be much appreciated...

[edit]I should mention that I've already written a script for the light markers to be destroyed (which is why I posted this in the scripts section), but then realised the problem with using static/dynamic light markers![/edit]

Pirate Myke
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Location: El Dorado, Ca
Posted: 3rd Oct 2012 20:30
maybe some overlay that glows. They are dynamic, the dont mess with the lights, they can also be destroy by scripts. Just a thought.

bruce3371
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Posted: 3rd Oct 2012 20:41
Good idea, but I have no idea how to make an illumination map for an overlay (or any other entity for that matter)!

rolfy
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Posted: 3rd Oct 2012 20:56 Edited at: 3rd Oct 2012 20:58
Its 6 dynamic lights in view at a time.

You only have one life ... Abuse it well.
bruce3371
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Posted: 3rd Oct 2012 21:03 Edited at: 3rd Oct 2012 21:04
Thanks rolfy, I knew the figure was quite low, but couldn't remember the exact number, and didn't realise it only applied to lights in view (something to remember in future).

As for the lights in my map; there's 12 in each of 2, quite open, rectangular rooms, so there will be more than 6 in view in those 2 rooms.

maho76
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Location: universe-hub, playing the flute
Posted: 4th Oct 2012 10:48
Quote: "Its 6 dynamic lights in view at a time."


btw. same for decals as far as i mentioned.

have you thought about using nonstatic fake-walls and use alternative textures to do this? i dont know how it works, never did, but should be a way to workaround your problem.

bruce3371
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Posted: 4th Oct 2012 17:31
@Maho76 I'm currently trying to create dynamic, glowing overlays to put on the ceiling above the entities, but I'm struggling with the scripting to get them destroyed at the right moment. If I can't get that to work, I'll consider trying out your idea

Pirate Myke
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Posted: 4th Oct 2012 22:47 Edited at: 4th Oct 2012 22:48
This destroys overlays on my machine.



of coarse you will need to be modifies for switches or trigger zones. Make sure the overlay is dynamic.

Used this in the main script section.

DarkJames
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Posted: 10th Oct 2012 21:40
You could name them the same name and use a destroy script?

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