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Rek

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Posts posted by Rek

  1. Well I can try that. To make you better understand what I mean here is what Fidcal sent me:

     

    Try this:

     

    • Create the model:
    • models/darkmod/lights/extinguishable/ chandelier_6candles_longchain.lwo OR...
    • models/darkmod/lights/extinguishable/ chandelier_6candles.lwo
    • Name it Chandelier1
    • Optionally give it noShadows 1
    • Optionally convert it to func_pendulum and give it speed 0.5

     

    • Create light_extinguishable_moving and place it at about the height of the model candle flames but in the centre of the chandelier.
    • Give it target ExtinguishChandelierScript
    • If pendulum then bind it to the chandelier

     

    • Create a atdm:target_callscriptfunction and stick it in the middle somewhere.
    • Name it ExtinguishChandelierScript
    • Give it call ExtinguishChandelier

     

    Create a plain text script file if you haven't already got one named mymap.script and put it in your maps folder

    Put in it:

     

    void ExtinguishChandelier()

    {

    $Chandelier1.setSkin("chandelier_candles_out");

    }

     

    Create a plain text skin file called say mymap.skin and put it in a skins folder

     

    Put in it:

     

    skin chandelier_candles_out

    {

    model models/darkmod/lights/extinguishable/chandelier_6candles.lwo

    model models/darkmod/lights/extinguishable/chandelier_6candles_longchain.lwo

     

    textures/particles/candlefire nodraw

    models/mapobjects/hell/Site3/archviletemple/

    candle_d nodraw

    }

     

    It works fine for my one chandelier and now I want to get it work for another two.

  2. Hi Fidcal, do you remember when you advised me how to make the chandelier extinguishable? Now I have another 2 chandeliers in my map and I adjusted them same as the first one. However, I don't know how to change the script file to work for all chandeliers.

     

    The original script file is:

     

    void ExtinguishChandelier()

    {

    $Chandelier1.setSkin("chandelier_candles_out");

    }

     

    One of my desperate attempts is this.

     

    void ExtinguishChandelier()

    {

    $Chandelier1.setSkin("chandelier_candles_out");

     

    $Chandelier2.setSkin("chandelier_candles_out");

     

    $Chandelier3.setSkin("chandelier_candles_out");

    }

     

    Ofcourse its not working :D

    So I would be grateful if you can advise me again :)

  3. @Rek:

     

    The problem is that your text editor is adding a .txt suffix and Windows is probably hiding it.

     

    So instead of jumper5.script you have jumper5.script.txt

    Instead of jumper5.skin you have jumper5.skin.txt

     

    In Windows Explorer goto menu > Tools > Folder Options > Tab View > UNcheck the box: Hide extensions for known file types. Then you can rename the files. Windows may protest but just override it.

     

    Great, it helped. Thank you Fidcal. But one more thing. When the candles are extinguished, they have a black texture. Is that right?

  4. When you run the map and shoot out the light with a water arrow, have a look in the console to see if any error message.

     

    I tried that and got this message: warning: script (tdm_lights.script(148) : Thread 'light_moving_ext::

    response - extinguish' : Target ExtinguishChandelier specifies non - existent script function!

  5. Yes, that is correct. On the atdm:target_callscriptfunction entity give it the property and value:

     

    call ExtinguishChandelier

     

    What that does is when it gets triggered from the light going out it will operate the script which changes the skin appearance of the visible candles from lit to unlit.

     

    Post again if still problems.

     

    Still not working. I was trying that all over again and no change :(

  6. Try this:

     

    • Create the model:
    • models/darkmod/lights/extinguishable/ chandelier_6candles_longchain.lwo OR...
    • models/darkmod/lights/extinguishable/ chandelier_6candles.lwo
    • Name it Chandelier1
    • Optionally give it noShadows 1
    • Optionally convert it to func_pendulum and give it speed 0.5

     

    • Create light_extinguishable_moving and place it at about the height of the model candle flames but in the centre of the chandelier.
    • Give it target ExtinguishChandelierScript
    • If pendulum then bind it to the chandelier

     

    • Create a atdm:target_callscriptfunction and stick it in the middle somewhere.
    • Name it ExtinguishChandelierScript
    • Give it call ExtinguishChandelier

     

    Create a plain text script file if you haven't already got one named mymap.script and put it in your maps folder

    Put in it:

     

    void ExtinguishChandelier()
    {
    $Chandelier1.setSkin("chandelier_candles_out");
    }

     

    Create a plain text skin file called say mymap.skin and put it in a skins folder

     

    Put in it:

     

    skin chandelier_candles_out
    {
    model models/darkmod/lights/extinguishable/chandelier_6candles.lwo
    model models/darkmod/lights/extinguishable/chandelier_6candles_longchain.lwo
    
    textures/particles/candlefire nodraw
    models/mapobjects/hell/Site3/archviletemple/candle_d nodraw
    }

     

    Thank you for your reply, but i had to do somethong incorrect with the scripts :(. I tried that and I extinguished the light but the candles were still lit. Dont know what I sc.ewed up. I copied the scripts into the notepad and named it according to your instructons. I haven't found the skins folder so I made a new one :blush: . And when you wrote "Give it call ExtinguishChandelier", did you mean to create a property "call" and value "ExtinguishChandelier"? Im really noob at these things :/

  7. No, the light from pop-up menu is static and i want moving light. I have a chandelier in my map and there is lot of candles and it would be nonsense to make every light on every candle dynamic. So what I want is on every candle only a flame that doesn't cast a light and one moving light (without flame) to cast light and shadows. I hope you understand what I mean, my english is not much good and maybe a little confusing :D

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