So question , How do I tune on the house light on house Brink01_3x2_loadock01 and ardenes_plaster01_2x3_end and the object called Lamp_simple_03?
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se map here :
4p_across_the_volturno_river
First i created a entity group list callen eg_lamps, here I add all the lamps that I want to have light in.
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Then I follow the steps :
Created a entity groups and object in to it.
Save map
Add scare code to the mapname_ID.scar
The code I add is this
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function OnInitID()
-- [[ Markers ]]
-- [[ Squad Groups ]]
-- [[ Entity Groups ]]
eg_lamps = EGroup_CreateIfNotFound("eg_lamps")
function OnInit()
EGroup_SetAnimatorState(eg_lamps, "Light_State", "On")
EGroup_SetAnimatorState(eg_lamps, "Light", "On")
--call custom functions here.
end
--add custom functions here.
Scar_AddInit(OnInit)
end
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I then export the map to Coh2, I then update the map in the management inside the game.
I launch the game and this is what I see!
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As you can see the on the picture the lamp_simple_03 has light in it, but that is because I have adde a action marker.
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Alternative I can created a action marker, se picture above and add the following path in action marker : FX_Attach > FX_special > lamp_looping_lights_00, but when the lamp is destroyer it will still light up...which would look weird.
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So question is, is the action marker the only way to put light on lamp_simple_03 and houses Brink01_3x2_loadock01 and ardenes_plaster01_2x3_end.
Cheers