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MULTI LIGHTS ON SINGLE SWITCH HELP ?!


dwolfey

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Does anybody know how to make multiple lights turn on by a single switch? I can make a single light turn on buy a switch but when I try to select the active parent of the other light ( which should be the switch?) I get the red crosshairs?? What am I doing wrong? Edited by dwolfey
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Pardon?

 

I watched the youtube video on light switches and created a light and switch. Now I want to add more lights to that single switch. I am not sure exactly how to do this. When i take the on light and try to select the switch as the parent it does not show the white crosshairs like it did with the first on light and that switch. Is there a script for the switch? I have the script for a single light that was given from the Bethesda site and the youtube video. i imagine there is another script as in the youtube comments it is mention but not shown. Thanks for everyone help!!!

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You don't need another script. When you select the second object, and you want to set its enable parent, you have said that you get a red crosshair instead of white. Is the object you are selecting a persistent reference? Is it surrounded by another object, such as a trigger cube? I have found that the only way I can select an object inside a trigger cube, is by moving the trigger away, selecting, and then moving the trigger back.
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if youre still having issues i just posted this on another light switch thread:

 

OK quick step by step of how ive achieved this.

 

1. Add a reference of an ON light

2. Add a reference of an OFF light

3. Add your light emitter

4. 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 default

10. 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

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if youre still having issues i just posted this on another light switch thread:

 

OK quick step by step of how ive achieved this.

 

1. Add a reference of an ON light

2. Add a reference of an OFF light

3. Add your light emitter

4. 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 default

10. 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

 

 

Kudos to you Mike!!!

 

Sometimes a guy just has to stop trying to re-invent the wheel! So simple and makes sense. Worked 100%

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