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:
;Artificial Intelligence Script
;Header
desc = Turn on flashing light and sound alarm.
;Triggers
:state=0:dimlocalvar=lrange,setvar=lrange 1,lightoff,state=2,stopsound
:state=1,varequal=lrange 1,etimergreater=500:setvar=lrange 0,lighton,etimerstart
:state=1,varequal=lrange 0,etimergreater=500:setvar=lrange 1,lightoff,etimerstart
:state=2,varequal=npcdown 1:state=1,lighton,loopsound=audiobank\misc\alarm.wav,etimerstart
;End of 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:
;Artificial Intelligence Script
;Header
desc = Turn on flashing light and sound alarm.
;Triggers
:state=0:dimlocalvar=lrange,setvar=lrange 1,lightoff,state=2,stopsound
:state=1,varequal=lrange 1,etimergreater=500:setvar=lrange 0,fog=1,fogred=255,foggreen=0,fogblue=0,ambience=50,ambiencered=255,ambiencegreen=0,ambienceblue=0,etimerstart
:state=1,varequal=lrange 0,etimergreater=500:setvar=lrange 1,fog=1,fogred=5,foggreen=0,fogblue=0,ambience=5,ambiencered=5,ambiencegreen=5,ambienceblue=5,etimerstart
:state=2,varequal=npcdown 1:state=1,loopsound=audiobank\misc\alarm.wav,etimerstart
;End of Script
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!