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 Product Chat / Flicker Lights Help in exe

Author
Message
Tinyschu
18
Years of Service
User Offline
Joined: 31st Dec 2005
Location: Toxin Games Studio
Posted: 16th Feb 2006 22:54
When ever I build a game with the light 2 script, the script does not work. The light just acts like a static, but just duller. Any help on how to fix this so I can make exe games with the ability to have flickering lights?

I am new, if I am wrong notify me please.

AVATAR SAYS: TOXIN GAMES inc.
Les Horribres
18
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 17th Feb 2006 00:06
Turn on dynamic lights and watch your map slow down.
Tinyschu
18
Years of Service
User Offline
Joined: 31st Dec 2005
Location: Toxin Games Studio
Posted: 17th Feb 2006 04:49
I did turn it on during all of my tries, but thanks for your post.

I am new, if I am wrong notify me please.

AVATAR SAYS: TOXIN GAMES inc.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 17th Feb 2006 07:16 Edited at: 17th Feb 2006 07:30
Let's take a look at the code in question.




Notice the following line...
:state=1,activated=1:state=2

You would need a Trigger to activateifused=1 where as the Light is named in the IFUSED field of the Trigger.
All activating it would do is to turn the light off (state=2).

If you'd rather not use a Trigger, then simply put a semicolon ( ; ) in front of that line to comment it out.
Or, you could simply delete the whole line. Either way, the Script won't require a Trigger.




Now, the Light will Flicker constantly.

Of course you need to do a few things to make the script work...
(1) Place a light inside a room.
(2) Right click the Light and set STATIC MODE to NO.
(3) Also, set the Light's AIMAIN to the modified Script.


Hope this helps.




Don't forget to visit http://www.conjured.us/

Support Your Local CE-FPSC Chapter
gps
19
Years of Service
User Offline
Joined: 16th Dec 2004
Location: England
Posted: 17th Feb 2006 07:48
I think something else must be amiss...

Conjured, your modified .fpi works, but so does the original light2.fpi script as supplied with FPSC. I've used it in the past with no problems. It would seem that 'activated' is true if a dynamic light is on, you don't need a trigger. As you've demonstrated, you don't actually need that line of the script either, but it won't stop the light from flickering.

Tinyschu, have you got dynamic lights enabled in both the 'Preferences' options and the 'Build Game' options? Beyond that, I'm stumped.

Tinyschu
18
Years of Service
User Offline
Joined: 31st Dec 2005
Location: Toxin Games Studio
Posted: 17th Feb 2006 22:32 Edited at: 17th Feb 2006 22:46
Yes I had them activated. I will try Conjured's fpi right now.

Edit: No luck, but thanks for trying

I am new, if I am wrong notify me please.

AVATAR SAYS: TOXIN GAMES inc.
ultraplex
18
Years of Service
User Offline
Joined: 8th Dec 2005
Location: cyberspace
Posted: 19th Feb 2006 18:31 Edited at: 19th Feb 2006 18:32
change the light model (marker) to dynamic
in other words,Right click the light marker and select staic mode OFF

Never eat yellow snow
Reality Forgotten
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 19th Feb 2006 20:36 Edited at: 19th Feb 2006 20:37
Change your lights to dynamic and then add this script. this does work I use it all the time also you might want to change the entities light (lamp or hanger) to dynamic, and if it is a hanger light turn physics off so it doesn't fall out of the cieling.




"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill
Tinyschu
18
Years of Service
User Offline
Joined: 31st Dec 2005
Location: Toxin Games Studio
Posted: 19th Feb 2006 21:02 Edited at: 19th Feb 2006 21:02
IT WORKED!!! Thank you so much, you have saved my game, Reality Forgotten!

Slaughtered - Coming in 2006
AVATAR SAYS: TOXIN GAMES inc.
http://img119.imageshack.us/img119/9782/slaughteredthread3ys.png
Reality Forgotten
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 19th Feb 2006 21:44
Glad I could help you. Also You can open that code in notepad and then edit the values to achieve different pattterns of blink.

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 20th Feb 2006 20:18
Quote: "It would seem that 'activated' is true if a dynamic light is on, you don't need a trigger. "

I never knew that. How'd I miss that one? I bet Merranvo is laughing himself to death.
Man I feel dumb today, but I've learned a couple things.

Thanks GPS


           

Don't forget to visit http://www.conjured.us/

Support Your Local CE-FPSC Chapter

Login to post a reply

Server time is: 2024-10-07 07:26:06
Your offset time is: 2024-10-07 07:26:06