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Turn on Street Lights

3 Mar 2016, 11:52 AM
#21
avatar of CasTroy

Posts: 559

Im getting fatal scar error after copying the code into the scar file, anyone know what im doing wrong?

Invictus´script does not work, I don´t know why and causes bug-splats.

Try this:
Place your light objects and create an entity group as this Worldbuilder Tip by Mono shows you.

Open your map-scar-file (i. e.: XXXXX_ID) and add these lines to the scar code:


Example scar-files from my map Night at Benouville:

Vanilla scar-file without any lights or other stuff like blizzards and Co.:


Scar-file with created entity group for lights named eg_lamps and code added:
20 Aug 2020, 11:09 AM
#22
avatar of Von_Smedman

Posts: 108


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?

[url=

[url=


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.

[url=

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
------------------------------------------------------------------------------------------------
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
-------------------------------------------------------------------------------------------------


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!

[url=

[url=

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.

[url=

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.

[url=

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
20 Aug 2020, 11:51 AM
#23
avatar of Von_Smedman

Posts: 108


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?

[url=

[url=


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.

[url=

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
------------------------------------------------------------------------------------------------
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
-------------------------------------------------------------------------------------------------


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!

[url=

[url=

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.

[url=

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.

[url=

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
20 Aug 2020, 11:57 AM
#24
avatar of Von_Smedman

Posts: 108

See the lamp_simple_03 in action with action marker lamp_looping_light_00, when the building is destoyed the lamp_simple_03 is not destoyed and the light is still on.

Before destruction

[url=

After destruction

[url=
20 Sep 2020, 17:13 PM
#25
avatar of Invictus
Donator 11

Posts: 138

Hi Von_Smedman,

I think indeed there were lamps you simply could not turn on via scar coding.
The only way is with a action marker, but it will indeed not stop when the lamp itself gets destroyed.
20 Oct 2020, 13:05 PM
#26
avatar of Von_Smedman

Posts: 108

Hi Von_Smedman,

I think indeed there were lamps you simply could not turn on via scar coding.
The only way is with a action marker, but it will indeed not stop when the lamp itself gets destroyed.


Ok, thank you, then I know.
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