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FPSC Classic Scripts / Shooting light (entity) makes dynamic light also switch off

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TGPEG
17
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Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 22nd Jan 2007 08:47
I have wall/ceiling lights in my levels that can all be smashed, and I put in Dynamic lights to save time. Is there a script that once the wall light is destroyed, the actual bright light also dissappears. I know there is that destroyandactivate.fpi script, but how should I adapt it to be destroyanddeactivate

<insert pun here> I really must get round to this
Zdrok
17
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Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 22nd Jan 2007 21:09
Hmmmmmm.......well, I am just adding a comment, as I know nothing on scripting!

Making a Splinter Cell type game could be nice. But, are you asking this so you can use the dark and the light to your advantage, or your enemies' advantage, right? The light/shadows interpretion (dunno if it's spelled right) depends on gameplay. If you're making an all-out warfare game, then have shadows hiding guns, ammo, objectives, and the like. But in a spy game, the light is your natural enemy, and the shadows conceal you. Shooting out a light produces noise though, so I'd advise you not to carry a Deagle in. Take a suppresed gun, or by any chance, a glass bottle.

Breaking glass DOES make a noise though, so be cautious. If an enemy's nearby, dispose of him, then move on.

I hope this good advice helps.

AI, out.

Automatic: Biological Warfare

Comin' soon, maybe in Jan./Feb. 2007!
Inspire
17
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 22nd Jan 2007 22:19
Yeah, I'm pretty sure you can. I forgot how though....yeah I'm big help. lol

xplosys
18
Years of Service
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 22nd Jan 2007 23:59
You're on the right track. Just use the destroyandactivate.fpi for the dynamic light fixture, and in the If Used portion of that fixture put the name of the dynamic light you want to go off when the fixture is destroyed. Don't change the script for the light, only the fixture.

Best.

I'm sorry, my answers are limited. You must ask the right question.

the ultimate gamer
18
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Joined: 30th Jul 2006
Location:
Posted: 23rd Jan 2007 02:58 Edited at: 23rd Jan 2007 02:58
I have an Idea. You could put a switch out of reach and sight and use the destroyandactivate.fpi script to activate it. I have no idea if it'll work but give it a shot.

hi
FredP
Retired Moderator
18
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Joined: 27th Feb 2006
Location: Indiana
Posted: 23rd Jan 2007 05:17
Why don't you just do what xplosys said?That sounds much easier.

TGPEG
17
Years of Service
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Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 23rd Jan 2007 16:48
OK I'll try that.
Will post back in a few minutes with details of how to do it.

<insert pun here> I really must get round to this
TGPEG
17
Years of Service
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Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 23rd Jan 2007 16:55
Yes, it works. Explosys's method is the best one to use, but the ultimate gamers solution works too though.
Thanks guys.

<insert pun here> I really must get round to this

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