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Linking lights to a switch


Rattlerx5150

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It depends on your code... I'm not sure how you did it but if you take one of the light references, make it a persistent object if you haven't already. Select all the lights you want to turn on with the persistent one. In the object menu, right click and set enable parent. Select the persistent reference to be the enable parent.
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It depends a bit on how the lights and switch are set up, but if enable parenting (which is the best method) has been used, then you'll need to set whatever master reference is being used by the light switch script as the enable parent of your new light(s).

 

In order to find out what reference that is, you'll need to look at the switch script. There are two possible ways in which it may have been specified:

  • By specifying its editorRefID directly
  • By using the GetLinkedRef function (this is the better way)

If it's been specified directly by its editorRefID, then you'll need to find it manually. If I remember correctly (it's been a while since I actually used the GECK) then you should be able to filter by the editorRefID in the cell's reference window.

 

If it's been accessed via GetLinkedRef, then you should be able to find it by looking in at the Linked Ref tab in the switch's Reference window.

 

If enable parenting hasn't been used, then if you don't want to change the setup you'll probably need to make your light a persistent reference with a unique editorRefID and add it to the script in the same way in which the other lights have been added. Hopefully this isn't the case though, as it is a very difficult setup to maintain and entirely unnecessary.

 

If that's not enough, could you perhaps let me take a look at the script itself? I should be able to tell how it's been set up from that.

 

Cipscis

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just one hint in the orginal my first dungeon lists in the geck / f3 site there was a good startup to these problems just think u had to check under traps to figure out the linkadge hints but otherwise great help in solving small buggy problems most folks have with moding.

 

 

as to the link optiuons it self they work great have used that option a lot even with switches geting enabled ones u repair a generator so the preference / enable parent system works like a charm.

 

if u do create a position that lights or other items become dis abled / idle be carefull with some scripts or u might permanently remove those items when the bound gets redrawn. i personaly used that option to clean cluytter afther a quest but u have to be carefull or it wipes more then u bargained for .

Edited by lightguidste
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