Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / Temporary flashlight!

Author
Message
brummel
18
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 7th Apr 2006 13:53 Edited at: 7th Apr 2006 14:21
This script makes a dynamic light follow you and torn on and off when the player is using the action button.



Attach this to the dynamic light.

You have to make the light an enemy so attach this in the 'white light' FPE:

;identity details
ischaracter = 1
Lizblizz
18
Years of Service
User Offline
Joined: 13th Dec 2005
Location:
Posted: 8th Apr 2006 08:20
it dont work 4 me

Silent Hill
Maeko
18
Years of Service
User Offline
Joined: 28th Jan 2006
Location: Your Mother
Posted: 10th Apr 2006 04:16
Yeah, did you test it? I followed the instructions and I did everything right, but it didn't show up in the markers menu. I copied the lightbulb and made it called flashlightlight, it didn't work.
brummel
18
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 10th Apr 2006 12:22 Edited at: 10th Apr 2006 12:30
The problem is to get the dynamic light to follow you, Im still working on it. I know it should be possibe to do.
Les Horribres
19
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 11th Apr 2006 01:25
I didn't want to say anything until I was certain, I still am not certain, but I think I am.

Okay, "infinilight" is the array denoting the lights, and as far as I can see, it is only initalized.

Now, ischaracter does turn on movement, but the location of dynamic lights is governed by infinilight, the location of dynamic characters is governed by entityelement. I'm not sure if they interact, I haven't seen it yet, and there is so much source.

So, if I understand this right, you are moving the light MODEL, but not the light.

We all have our inner noob.
Join the NJL: We have MORE fun!
When in doubt, blame a mod!
brummel
18
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 11th Apr 2006 01:43
Ok then, sorry for the waist of space guys.

Lizblizz
18
Years of Service
User Offline
Joined: 13th Dec 2005
Location:
Posted: 11th Apr 2006 02:16
it's not your fault its the people that made fpsc fault for not puting a flashlight in it and actualy haveing a flashlight model thats dosent have light thats stupid!

Silent Hill
Warped Factor 9
18
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Right... behind you
Posted: 12th Apr 2006 00:47
Interesting theory. I'll try to make my own, I'm working on it now.

FPSC...The ultimate sippie cup for programmers!
The Nerd
20
Years of Service
User Offline
Joined: 5th Jun 2004
Location: Denmark
Posted: 12th Apr 2006 00:56 Edited at: 12th Apr 2006 00:57
Quote: " Interesting theory. I'll try to make my own, I'm working on it now."


The problem is that the light will get calculated for that piece of map you chose to lightmap. I can't see how you should be able to move it. The light ain't attached to any object at all.

-The Nerd

3D Arcade-like game:
SpaceBattle-Shootout
Sinistar
20
Years of Service
User Offline
Joined: 23rd Jul 2004
Location:
Posted: 17th Apr 2006 08:25
I've attatched a zombie script to a dynamic light.. .The light stays in one place, but an invisible nothing which denotes the lights location follows and attacks you. Dynamic lights don't seem to be able to move at all in FPSC. Too bad.
Zizaco
18
Years of Service
User Offline
Joined: 17th Apr 2006
Location: Brazil
Posted: 17th Apr 2006 21:51
This is the followplr action (in DBpro language)
Maybe if i change it to move the light... and recompile...
we can get it working...

im gonna try... cya

Login to post a reply

Server time is: 2024-11-22 09:40:01
Your offset time is: 2024-11-22 09:40:01