Before starting, copy the scriptbank\plrinzone.fpi and the scriptbank\switch.fpi into the scriptbank\user directory
Edit scriptbank\user\plrinzone.fpi and change the activateallinzone to activateifused. This will mean we just want the trigger to activate a specific entity not anything in the trigger area.
Edit the scriptbank\user\switch.fpi and modify the following line:
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\pressentertouse.tga,hudname=useswitchprompt,hudhide=1,hudmake=display,state=10
To:
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\pressentertouse.tga,hudname=useswitchprompt,hudhide=1,hudmake=display,alttexture=1,state=2
Basiclly setting the texture for the switch off position and telling it to start as though the switch has alreay switched off the light (As we know the trigger zone will already do this)
To do this the light needs to be a dynamic one not a static. (Press y key to toggle when placing the light). Name the light "light1". If you need more than one light make all the lights you use light1. Though remember you can only have 7 dynamic lights in use, if you use more, it will only light the ones nearest the player (Which can create some interesting auto lighting effects
)
Next put in a trigger zone. And put in the IFUSED property "light1" and for the MAIN AI section select scriptbank\user\plrinzone.fpi
Add a light switch and put in the light switches IFUSED property "light1" and for the MAIN AI section select scriptbank\user\switch.fpi
This should hopefully give you the desired effect.
Basically the light has ether on (Activated=0) or off (Activated=1) and the two scripts just play around with these settings.
Jas
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"What is this talk of 'release'? Klingons do not'release' software. It escapes leaving a bloody trail of developers and quality assurance people in its wake!"