IAssassinII Posted November 9, 2013 Share Posted November 9, 2013 So I've been at this for a while (and I wouldn't be here of course if I hadn't already looked everywhere on the internet). I've tried reverse engineering ones already made near the Strip and I'm obviously doing something wrong. All I have is A few lights with their activate parent as an xmarker with both components settings identical to ones you find on the Strip. So my question is, how do you set this up correctly? Link to comment Share on other sites More sharing options...
bjornl Posted November 9, 2013 Share Posted November 9, 2013 Have you considered timer? or EmittanceThis refers to the color emitted by the object; most commonly (only?) used by glow effects which need to look a certain color.If the emittance is set to using the interior light drop down list, then the color will not change. However, using the exterior lightsetting, the emittance will change in accordance with the daylight of the region chosen. (ie, Megaton's lights have glow effectsthat use an inverted daylight emittance, so they appear to turn on at night, and turn off in daylight) Link to comment Share on other sites More sharing options...
jazzisparis Posted November 9, 2013 Share Posted November 9, 2013 You can create an Activator, attach it the script below, place it at the worldspace cell where the light sources are and set it as their parent.scn NightTimeOnlyLightsScript begin GameMode if (GameHour > 6) && (GameHour < 19) if GetDisabled == 0 Disable endif elseif GetDisabled Enable endif end Link to comment Share on other sites More sharing options...
IAssassinII Posted November 9, 2013 Author Share Posted November 9, 2013 Thanks! I'll try both methods and see which one I prefer. Link to comment Share on other sites More sharing options...
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