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 / Dynamic Lights only work in test game?

Author
Message
Anigma
15
Years of Service
User Offline
Joined: 25th Mar 2011
Location:
Posted: 10th Apr 2011 05:04
According to the forum search I did, apparently so. I even tinkered with my built games setup.ini file, but still nothing. No dynamic light flashing like I have in my test game, which is a HUGE disappointment, as this works flawlessly in test game and the effect looks fantastic. This really needs to get fixed, it's been like this since 1.09 at least, according to the forum search I did.

Anyway, while we wait for this to be fixed (hopefully someday?) my scripting question is this... is there another way to simulate a red flashing light, via shaders perhaps? I tried fog and ambience, the ambience part seemed to work but not tinkering with ambience red, green and blue. It ends up looking like a WHITE flashing light. Close, but no banana.

Here's my script:



This is currently assigned to a red dynamic light. I've set up in another script the code that detects when you shoot the NPC. In that script, npcdown gets set to 1, which triggers the alarm and starts flashing the light. At this point the other NPC's which were just standing around previously, start opening up a can of whup-arse on ya. It's really great stuff, I'm quite pleased with it. I just need this red light flashing effect to put the finishing touch on it.

Here's the workaround script I tried. Maybe there's something wrong with it, I dunno. I'd appreciate any feedback here if that's the case:


Maybe a semi transparent red HUD would do in conjunction with the ambience? I'm gonna try that in the meanwhile but if anyone has any other suggestions or somehow got dynamic lights to work in a built game, please chime in, as this is apparently a very common problem folks are having (again, based on a forum search).

Thanks!
BlackFox
FPSC Master
18
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 10th Apr 2011 05:15 Edited at: 10th Apr 2011 17:03
.

- BlackFox

The function of good software is to make the complex appear to be simple.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 10th Apr 2011 05:27 Edited at: 10th Apr 2011 14:20
**** Redacted by me ****


Terry
Anigma
15
Years of Service
User Offline
Joined: 25th Mar 2011
Location:
Posted: 10th Apr 2011 10:19
An update on this... apparently the light IS working. If I step directly below it, I can see it's effects on the gun I'm holding, just not the rest of the level. This was after adding an entry in my script to increase the light intensity to a VERY high number. So it DOES work, just not very well.

Still seems weird to me that in test game it appears nice and bright and on the full build, it barely shows up at all. There's got to be a setting that is triggered when realgameview is set to 1 in the ini file. I'm going to give up on it for now until 118 goes "gold" and I can start poking around in the source, unless someone knows of a fix.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 10th Apr 2011 14:19 Edited at: 10th Apr 2011 14:56
Try lowering ambience.

Here is a youtube of a flashing dynamic red light in a built game.Is this something similar to what you're after?




Terry
Anigma
15
Years of Service
User Offline
Joined: 25th Mar 2011
Location:
Posted: 11th Apr 2011 17:00
Another update, posting this in case it will benefit others:

Well no matter what I do, dynamic lights don't like me outside of test game. I even tried just plopping one green light into a simple map with nothing more than light1.fpi for the main script and it still didn't show up. Well, actually that's not true, it did, because my gun turned green when I walked under it. But you can't see it in the map, whereas in test game it shows up beautifully. It's sure got me stumped.

I did manage to achieve a look close to what I was after by playing with the ambience level and color in my alarm script instead of turning a light off and on (which would sometimes trigger an "object number illegal" runtime error as well, as if the thing not being visible wasn't bad enough - but I think that was due to a problem with my script more than anything else). Now, when the alarm sounds, there's a quick red flash every half second or so. This worked after playing with the setup.ini file a bit, but I honestly don't remember what I changed to get it working. If there's any interest, I'll post up the modified setup.ini later today.

Flatlander is taking a second look at it for me, so stay tuned, as he may find a fix that I overlooked. But at least I can limp along with the ambient level/color workaround for now.

Login to post a reply

Server time is: 2026-07-18 09:01:32
Your offset time is: 2026-07-18 09:01:32