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Complicated Idea......
Posted: Mon Oct 13, 2003 2:29 am
by MrNoodlez
hi all,
im very new to radient so im not an expert at scripting etc, was just wondering if some1 could please help me out.
i have a powerbox with a few lights etc and i just wanted to know how difficult it would be to make it so that when the powerbox is shot the lights go out.
thanx in advance

Posted: Mon Oct 13, 2003 11:31 am
by williewisp
use a trigger_multiple, covering the light box,you want to shoot.
wit setthread lights_off, set the damage property, you set the health if wanted.
to get the lights to turn off, not sure
in the script call the setthread
lights_off:
////code hear
end
it's a start, but have not tried it out meself.
Hide, show
Posted: Tue Oct 14, 2003 8:15 am
by tltrude
It would depend on what you are using for the lights. Script_object brushes can be hidden/shown by the script.
lights_off:
$myonlights hide
$myofflights show
end
Another way would be to make the whole box an exploder--see global/exploder.scr in pak0.
Posted: Tue Oct 14, 2003 1:32 pm
by bdbodger
The only kind of light that can turn off is dynamic light since the other type of light is compiled . Even textures that give off light are compiled so I don't think if you texture a script object with a texture that gives off light it will work . You map be able to make a model radiate dynamic light I know the fx/dummy.tik works . Try this make a script_model then do this .
$myscript_model light 1 0 0 50 // red green blue radius this one is red
$myscript_model lighton
make a trigger_multiple with health 1 to cover box
Key: setthread Value:lightsout
lightsout:
$myscript_model lightoff
end
You may be able to do it with a model that is not a script_model or what you can do is use fx/dummy.tik which does not draw and put it near the light source . dynamic light will shine on the backside of brushes so set the radius so that it does not reach the backside of brushes you don't want lighted by the light .
Posted: Wed Oct 15, 2003 2:28 am
by MrNoodlez
thanx for the help guys, i still dont understand scripts and triggers too well but i'm gonna try and crack on with this.
p.s would it make it alot more difficult if i also wanted a little electric spark on the power pox once its been shot? because i have seen effect done b4.
Cheers

Model
Posted: Thu Oct 16, 2003 1:19 am
by tltrude
There are model explosions and one of them is named "emitters/electrical_fire". One of those entities can be set of by the script as well.
lights_off:
$myonlights hide
$myofflights show
$mysparks anim start
end