lilwayne1982 Posted January 23, 2011 Share Posted January 23, 2011 im upgrading one of my mods and placing light switches everywhere for it, its just whenever i get in game and press the switch, it turns the light of but the switch disappears, am i doing something wrong? i took the lightswitch script from the one on GECK's website, id appreciate the help Link to comment Share on other sites More sharing options...
MadNuttah Posted January 23, 2011 Share Posted January 23, 2011 Gere goes my working script: setopenstate does the trick with my vanilla lightswitch. scn GSCannabisGrowRoomGrowLightsSwitchObjectSCRIPT short bInitialized short bLit ; 1 = Light is on. begin OnActivate if (IsActionRef Player == 1) if bLit == 0 set bLit to 1 elseif bLit == 1 set bLit to 0 endif endif end begin OnLoad if bInitialized == 0 set bLit to 1 set bInitialized to 1 endif end begin GameMode if bLit == 0 set bLit to 0 SetOpenState 0 GSCannabisGrowRoomGrowLampOffREF01.Enable GSCannabisGrowRoomGrowLampOffREF02.Enable GSCannabisGrowRoomGrowLampOffREF03.Enable GSCannabisGrowRoomGrowLampOffREF04.Enable GSCannabisGrowRoomGrowLampOffREF05.Enable GSCannabisGrowRoomGrowLampOffREF06.Enable GSCannabisGrowRoomGrowLampOffREF07.Enable GSCannabisGrowRoomGrowLampOffREF08.Enable GSCannabisGrowRoomSeedLampOffREF01.Enable GSCannabisGrowRoomSeedLampOffREF02.Enable GSCannabisGrowRoomGrowLightREF01.Disable GSCannabisGrowRoomGrowLightREF02.Disable GSCannabisGrowRoomGrowLightREF03.Disable GSCannabisGrowRoomGrowLightREF04.Disable GSCannabisGrowRoomGrowLightREF05.Disable GSCannabisGrowRoomGrowLightREF06.Disable GSCannabisGrowRoomGrowLightREF07.Disable GSCannabisGrowRoomGrowLightREF08.Disable GSCannabisGrowRoomSeedLightREF01.Disable GSCannabisGrowRoomSeedLightREF02.Disable GSCannabisGrowRoomGrowLampOnREF01.Disable GSCannabisGrowRoomGrowLampOnREF02.Disable GSCannabisGrowRoomGrowLampOnREF03.Disable GSCannabisGrowRoomGrowLampOnREF04.Disable GSCannabisGrowRoomGrowLampOnREF05.Disable GSCannabisGrowRoomGrowLampOnREF06.Disable GSCannabisGrowRoomGrowLampOnREF07.Disable GSCannabisGrowRoomGrowLampOnREF08.Disable GSCannabisGrowRoomGrowLampOnREF01.Disable GSCannabisGrowRoomGrowLampOnREF02.Disable elseif bLit == 1 set bLit to 1 SetOpenState 1 GSCannabisGrowRoomGrowLampOffREF01.Disable GSCannabisGrowRoomGrowLampOffREF02.Disable GSCannabisGrowRoomGrowLampOffREF03.Disable GSCannabisGrowRoomGrowLampOffREF04.Disable GSCannabisGrowRoomGrowLampOffREF05.Disable GSCannabisGrowRoomGrowLampOffREF06.Disable GSCannabisGrowRoomGrowLampOffREF07.Disable GSCannabisGrowRoomGrowLampOffREF08.Disable GSCannabisGrowRoomSeedLampOffREF01.Disable GSCannabisGrowRoomSeedLampOffREF02.Disable GSCannabisGrowRoomGrowLightREF01.Enable GSCannabisGrowRoomGrowLightREF02.Enable GSCannabisGrowRoomGrowLightREF03.Enable GSCannabisGrowRoomGrowLightREF04.Enable GSCannabisGrowRoomGrowLightREF05.Enable GSCannabisGrowRoomGrowLightREF06.Enable GSCannabisGrowRoomGrowLightREF07.Enable GSCannabisGrowRoomGrowLightREF08.Enable GSCannabisGrowRoomSeedLightREF01.Enable GSCannabisGrowRoomSeedLightREF02.Enable GSCannabisGrowRoomGrowLampOnREF01.Enable GSCannabisGrowRoomGrowLampOnREF02.Enable GSCannabisGrowRoomGrowLampOnREF03.Enable GSCannabisGrowRoomGrowLampOnREF04.Enable GSCannabisGrowRoomGrowLampOnREF05.Enable GSCannabisGrowRoomGrowLampOnREF06.Enable GSCannabisGrowRoomGrowLampOnREF07.Enable GSCannabisGrowRoomGrowLampOnREF08.Enable GSCannabisGrowRoomSeedLampOnREF01.Enable GSCannabisGrowRoomSeedLampOnREF02.Enable endif end Link to comment Share on other sites More sharing options...
lilwayne1982 Posted January 23, 2011 Author Share Posted January 23, 2011 ya i found a video on making switches. thx anyways Link to comment Share on other sites More sharing options...
dwolfey Posted January 23, 2011 Share Posted January 23, 2011 Can Anyone help me to add more than 1 light to a switch? i want all my lights in my armory to turn on at once...is this possible? Link to comment Share on other sites More sharing options...
davidlallen Posted January 23, 2011 Share Posted January 23, 2011 You want to use "enable parenting". Pick one light to be the parent. This is the one your switch will enable or disable. For each other light, select the "enable parent" tab and set the parent of this light to your parent light. Then all the lights will enable or disable together. Link to comment Share on other sites More sharing options...
dwolfey Posted January 24, 2011 Share Posted January 24, 2011 Why would my switch now be gone? Link to comment Share on other sites More sharing options...
mjskull Posted January 25, 2011 Share Posted January 25, 2011 (edited) OK quick step by step of how ive achieved this. 1. Add a reference of an ON light2. Add a reference of an OFF light3. Add your light emitter4. Add your Activator (switch) you have to be able to add a script to it.5. Make the ON light a persistant reference and disabled by default.6. add your script to the switch, should be something like on activate if linked ref is disabled enable linked ref else disable linked ref (give a heads up if you want the script, you should use the "activate" function in the script to simulate the switch animation after each enable or disable)7. add linked ref on the switch to the ON light.8. Add parent ON light to the OFF light and make sure you set to "opposite enable state of parent" and "pop in"9. set parent of light emmiter to the ON light (dont set anything for opposite or pop in leave them unchecked) but make sure they are disabled by default10. any extra lights you want to run off this setup, just make the ON and OFF and emitter lights children of the main ON light with all the OFF versions being "opposite enable state" and "pop in"11. Make sure all the extra ON lights and emitters are disabled by default. So what happens is you wil be in your worldspace with all the OFF light models showing, the on lights and emitters are disabled by default so they wont be in view, you activate the switch, the script runs (with the activate function in it the switch will animate) it will then enable the main ON light, all the other ON lights which are children will then also come on, the OFF lights set to opposite enable state will then disable (as the ON light is enabled) the emitters at the same time being children of the main on light have also come on, your world is lit, turning the switch off will have the opposite effect. I have a mod in the works called OpenDoors which has some light switches (hopefully releasing new version tonight) which are also dependant on power being on for the building. (so 1 big switch to get power on for the building, if the generator is running....then smaller switches that control lights in each room) If youre still having problems i suggest downloading it and opening it up and seeing how ive done it. Hope that helps. Mike Edited January 25, 2011 by mjskull Link to comment Share on other sites More sharing options...
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