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Light switch and linking problems...


JesusCondom

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So I'm making a big room with a light switch, and after a couple hours of fiddling around and T&E, I finally get the thing working, the switch turns the light on, and switches out the static lamp meshes.
EXCEPT, when I turn on, the ON lamp fades in, instead of popping, and as it doesn't have any enabled parent, I can't set it to pop. The OFF lamp pops in fine though.
Does anyone know what's causing it? The only other mod I currently have enabled is Fellout.
A glitch or bug perhaps? I'm using the Light Switch script from the Geck wiki, if anyone needs to know.

Also, while I'm here, just a question, it should be possible to make one switch turn on a multitude of lights and lamp meshes, right?

Edited by JesusCondom
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What do you mean, 'it doesn't have an enable parent'? I'm pretty sure all vanilla references have the same set of tabs, including the enable parent. What object(s) are you referring to specifically?

 

As for controlling several lights with one switch, of course that is possible. You can control all sorts of things with one switch, not just lights.

 

What is: T&E (Testing and experimenting???)

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If you link your switch-activator(via linkedRef) to the light and you're making the light parent of the lamps (both on and off) you'll be able to check the pop up option for both lamps.
That way the light will fade and the lamps will pop up.

As pkleiss said, you can activate several lamps and lights with one switch either by chain linking them or via script.

+1 on what does T&E mean.

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What do you mean, 'it doesn't have an enable parent'? I'm pretty sure all vanilla references have the same set of tabs, including the enable parent. What object(s) are you referring to specifically?

 

As for controlling several lights with one switch, of course that is possible. You can control all sorts of things with one switch, not just lights.

What I mean is that while it has the enable parent tab, there is no parent enabled, so the "pop in" option isn't check-able. I'm using the emergency light meshes.

 

If you link your switch-activator(via linkedRef) to the light and you're making the light parent of the lamps (both on and off) you'll be able to check the pop up option for both lamps.

That way the light will fade and the lamps will pop up.

 

As pkleiss said, you can activate several lamps and lights with one switch either by chain linking them or via script.

 

+1 on what does T&E mean.

I set it so that the ON lamp mesh is the parent to both the OFF lamp mesh and the light source, which might be what I'm doing wrong, but that's how it's been done in every instruction video/ tutorial page I've seen so far. I'll have to look further into it, gonna try making the light source the parent.

 

Also, T&E is Trial and Error. I thought this was a common term? I might just be making an idiot of myself though...

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"..which might be what I'm doing wrong"

There's nothing "wrong" the way your are doing it, it won't let you check pop-in option for both lamp, that's all.

 

Once you get the principle, you can make all kind of combination.

You'll need :

An activator with a linked Ref - that linked ref being the parent of another object (this latest object can be parent of another one, etc.) That's a way to link several object to one activator.

That's also a way to take advantage of the two checkable options : pop-in and opposite to parent state

 

Note that's also possible to influence the fade factor by script, but that's another approach...

http://geck.bethsoft.com/index.php/Enable

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