Anim light question. - by Lady Rowena
R Soul on 3/7/2013 at 11:26
As well as setting the difficulty you have to run the process_difficulty command, but it's not the safest thing to do because some changes are irreversible (i.e. don't save your mission after using the command).
A safer option is (
http://www.ttlg.com/forums/showthread.php?t=134166) NVDebug.osm, because the changes are only applied after game mode starts, rather than in Dromed.
Yandros on 3/7/2013 at 13:57
I discovered NVDebug about a year ago and honestly I can't live without it now. Being able to toggle difficulty in the menu and have it processed (but not irrevocably) every time I go in game is a godsend!
Lady Rowena on 3/7/2013 at 14:01
Quote Posted by R Soul
As well as setting the difficulty you have to run the process_difficulty command,
I did that.
I loaded NVDebug but...I don't understand. Is the script meant to test one specific object? (in this case the lantern)
If so, it has to be added to the lantern?
Which is the name of the script exactly? "DebugDifficulty", "NVDifficultyDebug", "NVDebug"? Or I have to do something else?
R Soul on 3/7/2013 at 14:29
The script is NVDifficultyDebug, and it goes on any object (no more than one). You should have some custom menu items that make it easier to set/unset the difficulty levels. In the latest version of the toolkit you have to edit menus.cfg to enable them. Find the line beginning with menu_game_2 and remove the ;
In Dromed you can then go to Game > Set Difficulty with NVDebug...
If the light still doesn't respond, it could be that there's some other property you added while trying to find another solution. Try it with a newly created anim light to see if it works.
FireMage on 3/7/2013 at 16:41
Don't forget to try what I said too, when I tried it, it worked:
Quote Posted by "FireMage"
go to metaprops section.
Create your Metaprop where you want (rendeffect for example) and call it: "OneShotWater" for example.
Edit the properties: Act/React>Source:
Select WaterStim as Stimulis.
Select Radius as type of emitting
Set the intensity to 1
Edit Shape: Radius: 5.00 | Set flags to none
That's all.
Save your Gamesyst.
Go to all your lamp's properties and add the "OneShotWater" Metaprop.
You'll find your gas lamp OFF
You don't need any switches for this.
And when you turn your gaslamp on, the random but coherent is always the light effect!
Even if there are many way to do what we want to do...:cheeky:
Lady Rowena on 3/7/2013 at 20:32
I started testing NV script with a purse, and it worked just fine. But I just wasn't able to have the lights working (random but coherent) with the difficulty trick.
I will spare you the tale of all the trials I made. I was giving up, when I found the solution by accident.
I had to select Difficulty\Turn On(off) and set it to None. 0,1,2 UNCHECKED!
Ok, it took much more time than adding a lever to every lamp, but at least I have it working, and I learned about NVDebug, which is really useful. :thumb:
Thanks everyone for the hints. Fire Mage, it wasn't a gas lamp. One is Schwaa oil lamp. (practically a torch), the other is a simple lantern, no gas or flames.
FireMage on 3/7/2013 at 21:51
Lol, Ok I totally misunderstood XD
Sorry...:laff:
At least, you resolved your problem, that the most important point! :thumb:
It's true that I don't really know NV's feature, that's rich in effect, but for the moment, I didn't get a situation where I needed it.
Surely later... (My next map???)
john9818a on 29/7/2013 at 23:29
Quote Posted by FireMage
Hum... yes I think it's possible...
Let me a minute to investigate about it. I'll be back...if someone didn't answer the question before ^^
FOUND:
Add your light, add your switch (a lever in my test map)
Link your switch to your light with a "Control Device" Link.
Go to your light properties:
=>Renderer>Animlight: Set to random but coherent. Set it as you wish to.
IMPORTANT: DON'T forget to tick "Inactive". Then,
=>S>Script: Animlight at the first line.
------------------------------------------------------------------
Go to your switch properties:
=>Tweq>JoinState: Set Anims to On,Reverse & Anims 1 to On,Reverse too.
And that work! ^^
I've been having a similar problem. When I start my mission the
OmniLightPoint with
random but coherent behaves as it should with this setup, but quick-saving and quick-loading causes the light to come on even though the lever is in the off position.
Setting the
AnimLight to
inactive didn't make any difference. The light was still off at the start of the mission. I'm using 1.21
Does anyone have a solution to this problem?
Edit: I found that its not just
random but coherent but any setting gives the same result. Is it possible that OmniLightPoints behave differently that light fixtures and are automatically turned on when a mission is loaded/reloaded?