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flickering lights


maddog7667

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hello all :)

 

i am wondering if it would be possible to have lights flicker imitating a burned out florescent light.

i noticed that the juke box light is burning out, and would like to add that effect to some of the other lights. maybe even toss a few sparks from time to time.

 

would i need to create a script to do this?

is the script already in the game?

am i asking for to much?

what about creating a brown out effect were all the lights dim and flicker at the same time?

 

thanks for your time

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I am currently working out how flickering lights work, lights like the sparking wires are a type of animated object with a light node.

 

A brown out effect should be similar, I'll post (in a new thread) something once I figure it out.

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Some of the light do flicker in the game, like "OfficeLightKeyCoolFlicker".

 

 

i tried using it. no change. ill try making a new light from scratch instead of editing 1 that is already in the game.

 

the nukavending machine has the type of flickering i want. it could be a cigarette machine. i have seen it in the game.

 

 

I am currently working out how flickering lights work, lights like the sparking wires are a type of animated object with a light node.

 

A brown out effect should be similar, I'll post (in a new thread) something once I figure it out.

 

that's sweet

 

thanks for your help

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I thought that this was an interesting concept, so I wrote a script to do something similar. I've retextured the arcing nuka-cola signs before for their arcing effect on my own signs, but for a total brown out effect I thought something else was necessary.

 

I have a Quonset hut in my mod that I placed flourescent light fixtures that are always off : OffRmLightOFF01. Underneath these I placed office lights of 3 kinds ( OfficeLightKeyCoolFlicker , OfficeLightKeyWarm , and OfficeLightKeyCool ) made them all persistent references and set them as initially disabled.

 

Then I placed 2 electrical switches. One of them that was placed near the ceiling I renamed and saved to make it unique so that I could apply a script to it without affecting all the other similar switches in the game.

 

http://www.fallout3nexus.com/imageshare/images/1103832-1244595002.jpg

 

I made the switch near the door an activate parent for the switch near the ceiling, so when you activate the door switch, it activates the ceiling switch. On the ceiling switch I placed this script:

 

scn 0001QuonsetLightSwitchSparksScript

 

Float Timer

short doOnce

short zapper

 

Begin OnActivate

 

if ( doOnce == 0 )

activate

"01058BB9".enable

"01058BBF".enable

"01058BB1".enable

"01058BAF".enable

"01058BB0".enable

"01058BB3".enable

"01058BBE".enable

"01058BC1".enable

Set doOnce to 1

Set timer to 40

elseif ( doOnce == 1 )

activate

"01058BB9".disable

"01058BBF".disable

"01058BB1".disable

"01058BAF".disable

"01058BB0".disable

"01058BB3".disable

"01058BBE".disable

"01058BC1".disable

Set doOnce to 0

Set zapper to 0

endif

End

 

Begin GameMode

 

if ( timer > 0 )

set timer to timer - getsecondspassed

endif

 

End

 

Begin GameMode

 

if ( doOnce == 1 )

if ( timer <= 30 ) && ( zapper == 0 )

Playsound AMBElectricArcLarge

"01058BAF".disable

"01058BC1".disable

set zapper to 1

elseif ( timer <= 27 ) && ( zapper == 1 )

Playsound AMBElectricArcSmallA

"01058BAF".enable

"01058BC1".enable

set zapper to 2

elseif ( timer <= 26 ) && ( zapper == 2 )

Playsound AMBElectricArcSmallB

set zapper to 3

elseif ( timer <= 17 ) && ( zapper == 3 )

Playsound AMBElectricArcLarge

"01058BAF".disable

"01058BC1".disable

set zapper to 4

elseif ( timer <= 15 ) && ( zapper == 4 )

Playsound AMBElectricArcSmallB

"01058BAF".enable

"01058BC1".enable

set zapper to 5

elseif ( timer <= 13 ) && ( zapper == 5 )

Playsound AMBElectricArcSmallB

set zapper to 6

elseif ( timer <= 8 ) && ( zapper == 6 )

Playsound AMBElectricArcSmallA

set zapper to 7

elseif ( timer <= 0 ) && ( zapper == 7 )

Playsound AMBElectricArcSmallB

set zapper to 0

set timer to 40

endif

endif

End

 

The 8 digit hexadecimal codes in quotations ( like "01058BC1" ) are the reference codes for the lights. I have found them to be more reliable than using reference names. You can find them in the upper right hand corner of an object's reference edit box.

 

The top block turns on all the lights when the player activates the door switch and turns them all off when it is activated again. It also sets a timer to 40. The second part of the script sets up a series of actions to simulate a failing light by playing arcing sounds and disabling and enabling lights. I only toggle two of the lights in the center of the room, but it could work with any number of lights. The sounds come from the electric box on the ceiling, but are close enough to sound like it is from the light.

 

When the timer reaches 0 it is reset to 40 again so that it is continuous until the door switch is activated again to turn off all the lights.

 

I've tested it in the game and it works okay. There has got to be other ways to do this sort of thing, but this is one that I arrived at today and posted in case you are interested in modifying it for your own use.

 

Thanks for the idea.

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thats sweet. ill have to check out the script. after many years of subpar maint then a fat war followed by no maint of whats left would be old and unreliable i always figured the lights and electric power should be a little less reliable in the game. you could always get a shock from using old appliance's. or 250V though 120V outlet due to faulty equipment for some good sparks..
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i always figured the lights and electric power should be a little less reliable in the game.

Most likely electrical equipment would be completely useless. The electromagnetic pulse created by nuclear bombs exploding would fry most all nearby electrical circuits, especially microelectronics. Humidity, corrosion and dust would take care of most everything else after 200 years of neglect.

 

But suspension of disbelief is essential for fantasy and science fiction, ay?

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