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Circuit Breaker - Enable Marker - Light Switch


Qrsr

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Hi,

i would like to enable/disable a bunch of objects such as construction lights, lights and mist based on a circuit breaker.

By default the PackIn comes with:

- Circuit Breaker (LinkCustom01)
- Circuit Braker Lid (LinkCustom02)
- DefaultDummyOn (LinkCustom03)
- DefaultDummyOff (LinkCustom04)

Now how to proceed?

I set EnableParent to EnableMarker, and linked the EnableMarker to the DefaultDummyOn.

The DummyOn uses "DefaultDisableRefOnLoadOrReset" script.

The EnableMarker collects all the objects i would like have change apperance based on lever position (circuit breaker).

Unfortunately i does not work. Either with or without DUmmyOn/Off.

What am i missing? Ingame i cant find any scenario except Dunwich Borers but that scenario uses a script/event.

 

EDIT:

The On/Off dummy works for single objects aligned into reference chains, however this is cumbersome. I was close already, the DUnwich Borers cell uses "DN033_CircuitBreakerMaster" and not "CircuitBreakerMaster". DN033_CircuitBreakerMaster is far superior and much smarter to setup, thus i referenced all to the Enable Marker and it just works!

Edited by Qrsr
it just works
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  • 8 months later...

Thank you for sharing your findings! It is really an elegant solution and opens plenty of possibilities.

I would just add that the dummyon and off boxes are unnecessary, although it is implicit in your edit, and that linkcustom1 is the physical circuitbreaker and linkcustom2 the enablemarker. Finally, just for the record, the only thing initially disabled is the enablemarker.

Did you do it the same way?

 

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