seularts Posted November 30, 2011 Share Posted November 30, 2011 ok so I have the following script made to activate a bunch of lights when I activate a trigger: scn CTActivateAllHangarLightsScript ref light BEGIN OnTrigger Player if light == 0 set light to CTHangarLightsRef endif if light.GetDisabled light.Enable endif Activate MarkForDelete; End CTHangarLightsRef is an xMarker that I set to be initially disabled and all the lights are edited to have as Enable parent the xMarker. But when I go through the trigger to activate it, the lights don't lit up. What am I doing wrong? Link to comment Share on other sites More sharing options...
Carnatics Posted November 30, 2011 Share Posted November 30, 2011 i hope this script runs on a trigger and not on a xmarker ! first you cant set the Light == 0 before you declared it to the script youre script schould be like nthisScn CTActivateAllHangarLightsScript Ref MyRef Begin OnTriggerEnter Set MyRef to GetLinkedRef if MyRef.GetDisabled == 1 MyRef.Enable elseif MyRef.GetDisabled == 0 MyRef.Disable endif end now just set the trigger as enableparent to the xmarker so now everytime you run in the trigger lights go on....and if you go again in the trigger (leaving the room ) the lights go out Link to comment Share on other sites More sharing options...
seularts Posted November 30, 2011 Author Share Posted November 30, 2011 Hmm.. in the end it worked the way I wrote it, the game just didn't updated in time for me to see the results. And yes the script was on the trigger :) I set it to 0 because my lights were set to off, and technically light has no value at first before it is declared, so all I want the trigger to do is activate them at a certain point in the game and that is all. Thanks for the reply thou. Link to comment Share on other sites More sharing options...
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