little help with buttons and lighting? Created 17 years ago2006-12-22 02:39:57 UTC by Ceriux Ceriux

Created 17 years ago2006-12-22 02:39:57 UTC by Ceriux Ceriux

Posted 17 years ago2006-12-22 02:39:57 UTC Post #207179
mk heres my problem. i have a button that turns on and off the lights in one of my rooms but when i turn off the lights i want a new light to turn on where the button is "to give it a glow effect on the switch" i know its possible but i cant figure it out what do i do?
Posted 17 years ago2006-12-22 04:17:11 UTC Post #207185
Ok you want the button to trigger an env_glow
make the render mode = glow, and set the FX amount to 255.
the sprite should default as glow01.spr.

That should work for ya
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-12-22 04:23:12 UTC Post #207188
yea... but a button can only target 1 target at a time... how would i have it turn on my lights and the sprite?
would i use a multi manager?
Posted 17 years ago2006-12-22 06:13:25 UTC Post #207190
Yes.
Posted 17 years ago2006-12-22 06:23:22 UTC Post #207191
If you name the light and the sprite the same, they will both be triggered when the button targets them.
Posted 17 years ago2006-12-22 07:48:29 UTC Post #207193
'Xactly, Muzz! Usually, it's a waste of time to make multi_managers for everything. Unless anything ever needs to be triggered separately, or timed precisely, you can usually get away without using them.
Posted 17 years ago2006-12-22 13:04:40 UTC Post #207210
the sprite wont start automatically on? cause my lights do.
Posted 17 years ago2006-12-22 16:11:13 UTC Post #207227
Goto its flags and check Start On.

C'mon, is it that hard?
Posted 17 years ago2006-12-22 18:08:13 UTC Post #207232
i dont want the glow for the button to start on... i want it to start off, with my lights starting on. when i press the button to turn off my lights i want the glow where the button is to turn on...
Posted 17 years ago2006-12-22 18:50:39 UTC Post #207237
Then yes, still use either a multimanager or name them the same. Either way, they'll both be triggered simultaneously, and will change state, so if the lights are on and the glow is off, then they'll switch. Simple.
Posted 17 years ago2006-12-23 04:03:22 UTC Post #207268
Ok
In the lights flags, tick the "start on"
and in the sprite's flags leave the "start on" box UNCHECKED

Tick toggle for both

And they should switch on and off upon the button mashing.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-12-23 20:06:44 UTC Post #207339
mk the lights have a start off in the flags... but not a start on and the env_glow... it doesnt even have any flags... so..?
Posted 17 years ago2006-12-23 21:07:02 UTC Post #207348
Leave the light off and the sprite on. Have a trigger_auto trigger them, then the light will be on when the map starts...
Posted 17 years ago2006-12-24 09:56:06 UTC Post #207395
Hmmm, yer right, env_glows don't have any flags. Env_sprites do, and they are pretty much the same. So use an env_sprite instead.

Keep in mind that:

When flag is named Start On,
checked = start on
unchecked = start off

When flag is named Start Off,
checked = start off
unchecked = start on
Posted 17 years ago2006-12-24 12:16:15 UTC Post #207403
When i started scripting i used to put a lot of triggers at the same place and adjust the trigger delays.

after 2 seconds trigger #1 would make an explotion and wreck a control panel, trigger #2 would make spark sounds, and thanks to trigger #3 a few secs later a door next to the control panel would open. :P
Posted 17 years ago2006-12-24 14:16:32 UTC Post #207406
Which can be done with a single multimanager.
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