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scrpting format
Posted: Sat Jan 07, 2017 12:53 am
by MaxInfinity
H i guys im new to this and having probs with the scripting.
I have a room with torches all have particle light and sound unchecked. I want them to be lit via a script how do I activate the components
Code: Select all
function lightup1()
torch_holder_11.particle.activate()
torch_holder_11.light.activate()
torch_holder_11.sound.activate()
end
ive been reading forums and tutorials for a couple of days but just cant work it out
Thanx in advance
Re: scrpting format
Posted: Sat Jan 07, 2017 1:17 am
by THOM
components can just be enabled or disabled. So in your case it would be
torch_holder_11.particle:enable()
...
only if your obeject owns a controller-component, you can set this controller to activate:
teleporter.controller:activate()
The controller needs a script to know what to do when activated. Have a look at the Grimrock asset-pack and there at the generic-file in the objects folder. It tells a lot how this works.
Re: scrpting format
Posted: Sat Jan 07, 2017 1:47 am
by MaxInfinity
Thanx THOM
so any componet will be enable/disable and controllers will be activate/deactivate etc
Re: scrpting format
Posted: Sat Jan 07, 2017 1:54 am
by THOM
Yes. But mind than an object must have
to keep it's component-state after a save/reload action.
On the other hand: having too many objects with no minimalSaveState will slow down saving/reloading an can possibly crash the game during that...
Re: scrpting format
Posted: Sat Jan 07, 2017 2:22 am
by MaxInfinity
Much appreciated
How would I apply the same technique to a touch being carried by the party.
I messed around with the Torch Douser/Anti-Light Area code by lmaoBoat but had no joy with it